Gaming systems, gaming devices and methods with volatility control games

ABSTRACT

Gaming systems, gaming devices and methods that provide games that control volatility. In one embodiment, the gaming system disclosed herein enables a player to select values, or cells associated with values, that are displayed in a particular arrangement. The player selected values are distributed to other values or cells according to one or more predefined rules. In one embodiment, one or more of the player selectable values are progressive award values. At some point during the game, the gaming system randomly picks one of the remaining values that have not been selected and provides an award to the player based at least in part on the selected value.

PRIORITY CLAIM

This application is a continuation of, claims priority to and thebenefit of U.S. patent application Ser. No. 14/495,504 filed on Sep. 24,2014, which is a divisional of, claims priority to and the benefit ofU.S. patent application Ser. No. 12/617,475 filed on Nov. 12, 2009, theentire contents of each are incorporated by reference herein.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the photocopy reproduction of the patent document or thepatent disclosure in exactly the form it appears in the Patent andTrademark Office patent file or records, but otherwise reserves allcopyright rights whatsoever.

BACKGROUND

Gaming devices which provide players awards in primary or base games arewell known. Gaming devices generally require the player to place or makea wager to activate the primary or base game. In many of these gamingdevices, the award is based on the player obtaining a winning symbol orsymbol combination and on the amount of the wager (e.g., the higher thewager, the higher the award). Symbols or symbol combinations which areless likely to occur usually provide higher awards.

In such known gaming devices, the amount of the wager made on theprimary game by the player may vary. For instance, the gaming device mayenable the player to wager a minimum number of credits, such as onecredit (e.g., one penny, nickel, dime, quarter or dollar) up to amaximum number of credits, such as five credits. This wager may be madeby the player a single time or multiple times in a single play of theprimary game. For instance, a slot game may have one or more paylinesand the slot game may enable the player to make a wager on each paylinein a single play of the primary game. Thus, it is known that a gamingdevice, such as a slot game, may enable players to make wagers ofsubstantially different amounts on each play of the primary or base gameranging, for example, from 1 credit up to 125 credits (e.g., 5 creditson each of 25 separate paylines). Accordingly, it should be appreciatedthat different players play at substantially different wagering amountsor levels and at substantially different rates of play.

Secondary or bonus games are also known in gaming devices. The secondaryor bonus games usually provide an additional award to the player.Secondary or bonus games usually do not require an additional wager bythe player to be activated. Certain secondary or bonus games areactivated or hit upon an occurrence of a designated triggering symbol ortriggering symbol combination in the primary or base game. For instance,a bonus symbol occurring on the payline on the third reel of a threereel slot machine may hit the secondary bonus game. Part of theenjoyment and excitement of playing certain gaming devices is theoccurrence or triggering of the secondary or bonus game (even before theplayer knows how much the bonus award will be).

One known type of secondary game is a player selection game. For certainknown player selection games, the gaming device displays a plurality ofpositions to a player, some of which are associated with awards and atleast one of which is associated with a terminating symbol. In thesetypes of games, typically the gaming device enables a player to selectpositions until the player selects a position with a terminating symbol,at which time the gaming device provides the player with any earnedawards and the game ends. In other similar known selection games, thegaming device enables a player to select a limited number of positions.

Other known selection games are matching games. These games typicallyrequire a player to pick selections until the player picks two or morematching symbols. While player selection games are very popular, theyare inherently random and do not offer meaningful choices to players.

Another known type of selection game offers a player a choice betweendifferent starting amounts of free spins and multipliers. For example,one such game enables a player to select between, “15 free spins at 2×,”“10 free spins at 3×,” an “5 free spins at 6×.”

Progressive awards associated with gaming machines are also known. Inone form, a progressive award is an award amount which includes aninitial amount funded by a casino and an additional amount fundedthrough a portion of each wager made on the progressive gaming machine.For example, 0.1% of each wager placed on the primary game of the gamingmachine associated with the progressive award may be allocated to theprogressive award or progressive award fund or pool. The progressiveaward grows in value as more players play the gaming machines and moreportions of these players' wagers are allocated to the progressiveaward. When a triggering event occurs, such as a player obtains awinning symbol or symbol combination associated with the progressiveaward or the accumulated progressive award increments to a progressiveaward hit value, the accumulated progressive award is provided to theplayer. After the progressive award is provided to the player, theamount of the next progressive award is reset to the initial value and aportion of each subsequent wager on a gaming machine associated with aprogressive award is allocated to the next progressive award.

Progressive awards are known to be associated with or otherwisededicated to a single or stand-alone gaming machine. Alternatively,progressive awards are known to be associated with or otherwisededicated to multiple gaming machines which each contribute a portion ofwagers placed at such gaming machine(s) to the progressive award. Themultiple gaming machines may be in the same bank of gaming machines, inthe same casino or gaming establishment (usually through a local areanetwork (“LAN”)) or in two or more different casinos or gamingestablishments (usually through a wide area network (“WAN”)). Suchprogressive awards are played for by one or more gaming devices in thesame gaming establishment sometimes called local area progressives(“LAP”) and such progressive awards played for by a plurality of gamingdevices at a plurality of different gaming establishments are sometimescalled wide area progressives (“WAP”).

Moreover it is known that a gaming machine or bank of gaming machinesmay be simultaneously associated with a plurality of progressive awards.In these multi-level progressive (“MLP”) configurations, a plurality ofprogressive awards are arranged in a hierarchy and can start atdifferent award or value levels, such as $10, $100, $1000 and $10,000.Each progressive award individually increments or increases until asuitable triggering event at one of more of the gaming devicesassociated with the MLP causes one or more of the progressive awards tobe provided to one or more of the players. In these known gamingsystems, once a player is selected to be provided one or more of theprogressive awards of the MLP, the gaming system either selects one ofthe progressive awards to be awarded to the player or enables the playerto participate in an event to determine which progressive award theywill be provided.

One known problem with a typical multi-level progressive configurationis there are a limited number of ways to increase the rate at which theprogressive awards are incremented. For example, one way to increase theincrement rate is to require the player to place a higher wager for aplay of the primary game. Requiring a higher wager, however, can deterplayers from playing such games and cause players to seek other lessexpensive games. Another way to increase the rate at which theprogressive awards are incremented is to increase the contributionamount or portion of each wager that funds the progressive awards.Assuming the same average expected payback, this typically decreases thevalue of the non-progressive awards. Another way to increase the rate atwhich the progressive awards are incremented is to increase the numberof gaming machines associated with the progressive awards. Thisalternative is typically effective only if the game offering theprogressive awards is popular and in high demand. Another way toincrease the rate at which the progressive awards are incremented is torequire players to place a minimum bet in the primary game to beeligible for one of the progressive awards. This, however, is typicallyonly effective if some players are willing to play the primary game, butnot be eligible for one of the progressive awards. A final way toincrease the rate at which the progressive awards are incremented is toincrease the portion of the contribution amount funded by the casino.However, this alternative is typically limited in its occurrence andassociated with a special promotional event.

Accordingly, there is a continuing need to provide new and differentgaming systems and new and different ways to provide awards to playersincluding progressive awards.

There is also a continuing need to provide new and different gamingsystems and gaming devices which offer different and interestingselection games and games with volatility control.

SUMMARY

Various embodiments of the present disclosure generally relate to gamingsystems, gaming devices and methods that provide selection games thatcontrol volatility by selecting or causing selection of values or cellshaving associated values, wherein the selected values are distributed toother values or cells according to predefined rules. At a designatedpoint, the gaming system provides an award based on one or more of theremaining values which have not been selected. Thus, the selection ofcertain values affects the values of one or more other cells andtherefore the ultimate award provided to the player.

In one embodiment, the gaming system displays a play of a game thatincludes an arrangement of values. The gaming system enables a player tomake a designated number of selections of the displayed values in thedisplayed arrangement. After a player selects a value, that value is nolonger available for future selection by the player in the play of thegame. Sequentially, for each selected value, according to one or morepredefined rules, a portion of the selected value is distributed to eachof a designated number of the other values which have not beenpreviously selected by the player. Each of the other receiving values ismodified by the respective designated portion. After the player makesthe designated number of selections, the gaming system randomly picks atleast one of the remaining values which have not been previouslyselected by the player. The gaming system then determines an award forthe player based on the randomly picked value and provides the award tothe player.

In one such embodiment, the displayed values are arranged in a matrixhaving a number of rows and columns which define individual cells. Eachdisplayed respective value is associated with a different one of thecells of the matrix. The gaming system enables a player to sequentiallyselect cell values.

In one embodiment, the gaming system determines an award for the playerby randomly selecting a single one of the remaining values which has notbeen selected by the player. In one such embodiment, the determinedaward is a number of credits equal to the randomly selected value. Inanother embodiment, the gaming system determines an award by randomlyselecting a plurality of the remaining values which have not beenselected by the player. In one such embodiment, the determined award isa number of credits equal to the sum of the plurality of randomly pickedvalues, or is a number of credits equal to any other suitablemathematical operation applied to the plurality of randomly pickedvalues.

In one embodiment, according to the predefined rules, the gaming systemcauses the player selected value to be divided by the number of cellvalues adjacent to the selected cell value which have not been selected,and adds the respective divided cell value to each of the adjacent cellvalues. In one such embodiment, an adjacent cell value is one cell tothe right and left of the player selected cell and one cell above andbelow the player selected cell.

In one embodiment, instead of the player selecting all of the displayedvalues in the arrangement, both the gaming system and the player eachselect a designated number of the displayed values in the arrangement.In another embodiment, the gaming system selects each of the designatednumber of selections of the displayed values.

In one embodiment, the values associated with the cells are determinedbefore the cells are selected, such as a displayed credit value. Inanother embodiment, the values associated with the cells are determinedafter the cells are selected, such as a quantity of free spins. In otherwords, the value of each free spin is determined after the free spinoccurs and after a random generation occurs. In one embodiment, thevalues associated with the cells are static values, such as awardamounts or multiplier amounts. In another embodiment, the valuesassociated with the cells are dynamic or variable awards, such asprogressive awards. In one such embodiment, the gaming system maintainsa plurality of progressive awards in a multi-level progressive awardconfiguration. In one such embodiment, a plurality of the valuesassociated with the individual cells are progressive awards orprogressive award values. In this embodiment, if a cell associated witha progressive award or progressive award value is selected, the gamingsystem distributes at least a portion of that progressive award orprogressive award value to each adjacent cell according to a predefinedrule. In one such embodiment, if a cell associated with a progressiveaward or progressive award value is selected and the gaming systemdetermines that a portion of this progressive award is to be distributedto other cells also having progressive awards or progressive awardvalues, then a portion of one progressive award is distributed ortransferred to at least another progressive award according to thepredefined rule.

In another embodiment utilizing a plurality of progressive awards, if aprogressive award bonus event is triggered, the gaming system enables aplayer to play for a first one of the progressive awards. In thisembodiment, if the gaming system determines to provide the firstprogressive award to the player (i.e., the gaming system determines thatthe player does not advance to play for a subsequent progressive awardof a second subsequent progressive award level), the gaming systemprovides the progressive award to the player and the bonus event ends.On the other hand, if the gaming system determines to advance the playerto play for a second subsequent progressive award of a second subsequentprogressive award level (i.e., the gaming system determines not toprovide the first progressive award to the player), the gaming systemdistributes at least a portion of the value of the first progressiveaward to one or more of the remaining progressive awards. The gamingsystem then enables the player to play for the second progressive award(which has been modified, at least in part, by a portion of the firstprogressive award). This process continues until the gaming systemdetermines to provide a progressive award. Such a gaming system thusprovides a game in which part or all of a progressive award value isredistributed to one or more other maintained progressive award values.

Additional features and advantages are described in, and will beapparent from, the following Detailed Description and the figures.

BRIEF DESCRIPTION OF THE FIGURES

FIGS. 1A and 1B are perspective views of example alternative embodimentsof the gaming device of the present disclosure.

FIG. 2A is a schematic block diagram of one embodiment of an electronicconfiguration for one of the gaming devices disclosed herein.

FIG. 2B is a schematic block diagram of one embodiment of a gamingsystem network configuration including a plurality of gaming devicesdisclosed herein.

FIGS. 3A, 3B, 3C, 3D, 3E and 3F are front views of a gaming devicedisplay enabling a play of a game in accordance with an example of anembodiment of the gaming system disclosed herein.

FIGS. 4A, 4B, 4C, 4D, 4E and 4F are front views of a gaming devicedisplay enabling a play of a game in accordance with another example ofan embodiment of the gaming system disclosed herein.

FIGS. 5A, 5B, 5C, 5D, 5E and 5F are front views of a gaming devicedisplay enabling a play of a game in accordance with another example ofan embodiment of the gaming system disclosed herein.

FIG. 6 is a table illustrating the average award value and standarddeviation for each of the examples of FIGS. 3A, 3B, 3C, 3D, 3E and 3F;FIGS. 4A, 4B, 4C, 4D, 4E and 4F; and FIGS. 5A, 5B, 5C, 5D, 5E and 5F

FIGS. 7A, 7B, 7C, 7D and 7E are front views of a gaming device displayenabling a play of a game in accordance with another embodiment of thegaming system disclosed herein.

FIGS. 8A and 8B and are front views of a gaming device display enablinga play of a game in accordance with another embodiment of the gamingsystem disclosed herein.

FIGS. 9A and 9B and are front views of a gaming device display enablinga play of a game in accordance with another embodiment of the gamingsystem disclosed herein.

FIG. 10 is a flowchart of one embodiment of the gaming system disclosedherein which enables a player to play for one of a plurality ofprogressive awards.

FIG. 11 is a timeline illustrating one example embodiment of a game inwhich a player advances through different progressive award levels in amulti-level progressive configuration.

FIG. 12 is a table illustrating one example embodiment of a multi-levelprogressive of the present disclosure relative to a typical multi-levelprogressive.

DETAILED DESCRIPTION

The present disclosure may be implemented in various configurations forgaming machines, gaming devices, or gaming systems, including but notlimited to: (1) a dedicated gaming machine, gaming device, or gamingsystem wherein the computerized instructions for controlling any games(which are provided by the gaming machine or gaming device) are providedwith the gaming machine or gaming device prior to delivery to a gamingestablishment; and (2) a changeable gaming machine, gaming device, orgaming system wherein the computerized instructions for controlling anygames (which are provided by the gaming machine or gaming device) aredownloadable to the gaming machine or gaming device through a datanetwork after the gaming machine or gaming device is in a gamingestablishment. In one embodiment, the computerized instructions forcontrolling any games are executed by at least one central server,central controller, or remote host. In such a “thin client” embodiment,the central server remotely controls any games (or other suitableinterfaces) and the gaming device is utilized to display such games (orsuitable interfaces) and receive one or more inputs or commands from aplayer. In another embodiment, the computerized instructions forcontrolling any games are communicated from the central server, centralcontroller, or remote host to a gaming device local processor and memorydevices. In such a “thick client” embodiment, the gaming device localprocessor executes the communicated computerized instructions to controlany games (or other suitable interfaces) provided to a player.

In one embodiment, one or more gaming devices in a gaming system may bethin client gaming devices and one or more gaming devices in the gamingsystem may be thick client gaming devices. In another embodiment,certain functions of the gaming device are implemented in a thin clientenvironment and certain other functions of the gaming device areimplemented in a thick client environment. In one such embodiment,computerized instructions for controlling any primary games arecommunicated from the central server to the gaming device in a thickclient configuration and computerized instructions for controlling anysecondary games or bonus functions are executed by a central server in athin client configuration.

Referring now to the drawings, two example alternative embodiments of agaming device disclosed herein are illustrated in FIGS. 1A and 1B asgaming device 10 a and gaming device 10 b, respectively. Gaming device10 a and/or gaming device 10 b are generally referred to herein asgaming device 10.

In the embodiments illustrated in FIGS. 1A and 1B, gaming device 10 hasa support structure, housing, or cabinet which provides support for aplurality of displays, inputs, controls, and other features of aconventional gaming machine. It is configured so that a player canoperate it while standing or sitting. The gaming device can bepositioned on a base or stand or can be configured as a pub-styletable-top game (not shown) which a player can operate preferably whilesitting. As illustrated by the different configurations shown in FIGS.1A and 1B, the gaming device may have varying cabinet and displayconfigurations.

In one embodiment, as illustrated in FIG. 2A, the gaming devicepreferably includes at least one processor 12, such as a microprocessor,a microcontroller-based platform, a suitable integrated circuit or oneor more application-specific integrated circuits (ASIC's). The processoris in communication with or operable to access or to exchange signalswith at least one data storage or memory device 14. In one embodiment,the processor and the memory device reside within the cabinet of thegaming device. The memory device stores program code and instructions,executable by the processor, to control the gaming device. The memorydevice also stores other data such as image data, event data, playerinput data, random or pseudo-random number generators, pay-table data orinformation, and applicable game rules that relate to the play of thegaming device. In one embodiment, the memory device includes randomaccess memory (RAM), which can include non-volatile RAM (NVRAM),magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other forms ascommonly understood in the gaming industry. In one embodiment, thememory device includes read only memory (ROM). In one embodiment, thememory device includes flash memory and/or EEPROM (electrically erasableprogrammable read only memory). Any other suitable magnetic, optical,and/or semiconductor memory may operate in conjunction with the gamingdevice disclosed herein.

In one embodiment, part or all of the program code and/or operating datadescribed above can be stored in a detachable or removable memorydevice, including, but not limited to, a suitable cartridge, disk, CDROM, DVD, or USB memory device. In other embodiments, part or all of theprogram code and/or operating data described above can be downloaded tothe memory device through a suitable network.

In one embodiment, an operator or a player can use such a removablememory device in a desktop computer, a laptop computer, a personaldigital assistant (PDA), a portable computing device, or anothercomputerized platform to implement the present disclosure. In oneembodiment, the gaming device or gaming machine disclosed herein isoperable over a wireless network, for example part of a wireless gamingsystem. In this embodiment, the gaming machine may be a hand-helddevice, a mobile device, or any other suitable wireless device thatenables a player to play any suitable game at a variety of differentlocations. It should be appreciated that a gaming device or gamingmachine as disclosed herein may be a device that has obtained approvalfrom a regulatory gaming commission or a device that has not obtainedapproval from a regulatory gaming commission. It should be appreciatedthat the processor and memory device may be collectively referred toherein as a “computer” or “controller.”

In one embodiment, as discussed in more detail below, the gaming devicerandomly generates awards and/or other game outcomes based onprobability data. In one such embodiment, this random determination isprovided through utilization of a random number generator (RNG), such asa true random number generator, a pseudo random number generator, orother suitable randomization process. In one embodiment, each award orother game outcome is associated with a probability and the gamingdevice generates the award or other game outcome to be provided to theplayer based on the associated probabilities. In this embodiment, sincethe gaming device generates outcomes randomly or based upon one or moreprobability calculations, there is no certainty that the gaming devicewill ever provide the player with any specific award or other gameoutcome.

In another embodiment, as discussed in more detail below, the gamingdevice employs a predetermined or finite set or pool of awards or othergame outcomes. In this embodiment, as each award or other game outcomeis provided to the player, the gaming device flags or removes theprovided award or other game outcome from the predetermined set or pool.Once flagged or removed from the set or pool, the specific providedaward or other game outcome from that specific pool cannot be providedto the player again. This type of gaming device provides players withall of the available awards or other game outcomes over the course ofthe play cycle and guarantees the amount of actual wins and losses.

In another embodiment, as discussed below, upon a player initiating gameplay at the gaming device, the gaming device enrolls in a bingo game. Inthis embodiment, a bingo server calls the bingo balls that result in aspecific bingo game outcome. The resultant game outcome is communicatedto the individual gaming device to be provided to a player. In oneembodiment, this bingo outcome is displayed to the player as a bingogame and/or in any form in accordance with the present disclosure.

In one embodiment, as illustrated in FIG. 2A, the gaming device includesone or more display devices controlled by the processor. The displaydevices are preferably connected to or mounted on the cabinet of thegaming device. The embodiment shown in FIG. 1A includes a centraldisplay device 16 which displays a primary game. This display device mayalso display any suitable secondary game associated with the primarygame as well as information relating to the primary or secondary game.The alternative embodiment shown in FIG. 1B includes a central displaydevice 16 and an upper display device 18. The upper display device maydisplay the primary game, any suitable secondary game associated or notassociated with the primary game and/or information relating to theprimary or secondary game. These display devices may also serve asdigital glass operable to advertise games or other aspects of the gamingestablishment. As seen in FIGS. 1A and 1B, in one embodiment, the gamingdevice includes a credit display 20 which displays a player's currentnumber of credits, cash, account balance, or the equivalent. In oneembodiment, the gaming device includes a bet display 22 which displays aplayer's amount wagered. In one embodiment, as described in more detailbelow, the gaming device includes a player tracking display 40 whichdisplays information regarding a player's play tracking status.

In another embodiment, at least one display device may be a mobiledisplay device, such as a PDA or tablet PC, that enables play of atleast a portion of the primary or secondary game at a location remotefrom the gaming device.

The display devices may include, without limitation, a monitor, atelevision display, a plasma display, a liquid crystal display (LCD) adisplay based on light emitting diodes (LEDs), a display based on aplurality of organic light-emitting diodes (OLEDs), a display based onpolymer light-emitting diodes (PLEDs), a display based on a plurality ofsurface-conduction electron-emitters (SEDs), a display including aprojected and/or reflected image, or any other suitable electronicdevice or display mechanism. In one embodiment, as described in moredetail below, the display device includes a touch-screen with anassociated touch-screen controller. The display devices may be of anysuitable size and configuration, such as a square, a rectangle or anelongated rectangle.

The display devices of the gaming device are configured to display atleast one and preferably a plurality of game or other suitable images,symbols and indicia such as any visual representation or exhibition ofthe movement of objects such as mechanical, virtual, or video reels andwheels, dynamic lighting, video images, images of people, characters,places, things, faces of cards, and the like.

In one alternative embodiment, the symbols, images and indicia displayedon or of the display device may be in mechanical form. That is, thedisplay device may include any electromechanical device, such as one ormore mechanical objects, such as one or more rotatable wheels, reels, ordice, configured to display at least one or a plurality of game or othersuitable images, symbols or indicia.

As illustrated in FIG. 2A, in one embodiment, the gaming device includesat least one payment device 24 in communication with the processor. Asseen in FIGS. 1A and 1B, a payment device such as a payment acceptorincludes a note, ticket or bill acceptor 28 wherein the player insertspaper money, a ticket, or voucher and a coin slot 26 where the playerinserts money, coins, or tokens. In other embodiments, payment devicessuch as readers or validators for credit cards, debit cards or creditslips may accept payment. In one embodiment, a player may insert anidentification card into a card reader of the gaming device. In oneembodiment, the identification card is a smart card having a programmedmicrochip, a coded magnetic strip or coded rewritable magnetic strip,wherein the programmed microchip or magnetic strips are coded with aplayer's identification, credit totals (or related data), and/or otherrelevant information. In another embodiment, a player may carry aportable device, such as a cell phone, a radio frequency identificationtag, or any other suitable wireless device, which communicates aplayer's identification, credit totals (or related data), and otherrelevant information to the gaming device. In one embodiment, money maybe transferred to a gaming device through electronic funds transfer.When a player funds the gaming device, the processor determines theamount of funds entered and displays the corresponding amount on thecredit or other suitable display as described above.

As seen in FIGS. 1A, 1B, and 2A, in one embodiment the gaming deviceincludes at least one and preferably a plurality of input devices 30 incommunication with the processor. The input devices can include anysuitable device which enables the player to produce an input signalwhich is received by the processor. In one embodiment, after appropriatefunding of the gaming device, the input device is a game activationdevice, such as a play button 32 or a pull arm (not shown) which is usedby the player to start any primary game or sequence of events in thegaming device. The play button can be any suitable play activator suchas a bet one button, a max bet button, or a repeat the bet button. Inone embodiment, upon appropriate funding, the gaming device begins thegame play automatically. In another embodiment, upon the player engagingone of the play buttons, the gaming device automatically activates gameplay.

In one embodiment, one input device is a bet one button. The playerplaces a bet by pushing the bet one button. The player can increase thebet by one credit each time the player pushes the bet one button. Whenthe player pushes the bet one button, the number of credits shown in thecredit display preferably decreases by one, and the number of creditsshown in the bet display preferably increases by one. In anotherembodiment, one input device is a bet max button (not shown) whichenables the player to bet the maximum wager permitted for a game of thegaming device.

In one embodiment, one input device is a cash out button 34. The playermay push the cash out button and cash out to receive a cash payment orother suitable form of payment corresponding to the number of remainingcredits. In one embodiment, when the player cashes out, a paymentdevice, such as a ticket, payment, or note generator 36 prints orotherwise generates a ticket or credit slip to provide to the player.The player receives the ticket or credit slip and may redeem the valueassociated with the ticket or credit slip via a cashier (or othersuitable redemption system). In another embodiment, when the playercashes out, the player receives the coins or tokens in a coin payouttray. It should be appreciated that any suitable payout mechanisms, suchas funding to the player's electronically recordable identification cardor smart card, may be implemented in accordance with the gaming devicedisclosed herein.

In one embodiment, as mentioned above and as seen in FIG. 2A, one inputdevice is a touch-screen 42 coupled with a touch-screen controller 44 orsome other touch-sensitive display overlay to allow for playerinteraction with the images on the display. The touch-screen and thetouch-screen controller are connected to a video controller 46. A playercan make decisions and input signals into the gaming device by touchingthe touch-screen at the appropriate locations. One such input device isa conventional touch-screen button panel.

The gaming device may further include a plurality of communication portsfor enabling communication of the processor with external peripherals,such as external video sources, expansion buses, game or other displays,a SCSI port, or a keypad.

In one embodiment, as seen in FIG. 2A, the gaming device includes asound generating device controlled by one or more sounds cards 48 whichfunction in conjunction with the processor. In one embodiment, the soundgenerating device includes at least one and preferably a plurality ofspeakers 50 or other sound generating hardware and/or software forgenerating sounds, such as by playing music for the primary and/orsecondary game or by playing music for other modes of the gaming device,such as an attract mode. In one embodiment, the gaming device providesdynamic sounds coupled with attractive multimedia images displayed onone or more of the display devices to provide an audio-visualrepresentation or to otherwise display full-motion video with sound toattract players to the gaming device. During idle periods, the gamingdevice may display a sequence of audio and/or visual attraction messagesto attract potential players to the gaming device. The videos may alsobe customized to provide any appropriate information.

In one embodiment, the gaming machine may include a sensor, such as acamera, in communication with the processor (and possibly controlled bythe processor), that is selectively positioned to acquire an image of aplayer actively using the gaming device and/or the surrounding area ofthe gaming device. In one embodiment, the camera may be configured toselectively acquire still or moving (e.g., video) images and may beconfigured to acquire the images in an analog, digital, or othersuitable format. The display devices may be configured to display theimage acquired by the camera as well as to display the visiblemanifestation of the game in split screen or picture-in-picture fashion.For example, the camera may acquire an image of the player and theprocessor may incorporate that image into the primary and/or secondarygame as a game image, symbol or indicia.

Gaming device 10 can incorporate any suitable wagering game as theprimary or base game. The gaming machine or device may include some orall of the features of conventional gaming machines or devices. Theprimary or base game may comprise any suitable reel-type game, cardgame, cascading or falling symbol game, number game, roulette-type game,or other game of chance susceptible to representation in an electronicor electromechanical form, which in one embodiment produces a randomoutcome based on probability data at the time of or after placement of awager. That is, different primary wagering games, such as video pokergames, video blackjack games, video keno, video bingo, video scratchcard, video roulette, or any other suitable primary or base game may beimplemented.

In one embodiment, as illustrated in FIGS. 1A and 1B, a base or primarygame may be a slot game with one or more paylines 52. The paylines maybe horizontal, vertical, circular, diagonal, angled or any combinationthereof. In this embodiment, the gaming device includes at least one andpreferably a plurality of reels 54, such as three to five reels 54, ineither electromechanical form with mechanical rotating reels or videoform with simulated reels and movement thereof. In one embodiment, anelectromechanical slot machine includes a plurality of adjacent,rotatable reels which may be combined and operably coupled with anelectronic display of any suitable type. In another embodiment, if thereels 54 are in video form, one or more of the display devices, asdescribed above, displays the plurality of simulated video reels 54.Each reel 54 displays a plurality of indicia or symbols, such as bells,hearts, fruits, numbers, letters, bars, or other images which preferablycorrespond to a theme associated with the gaming device. In anotherembodiment, one or more of the reels are independent reels or unisymbolreels. In this embodiment, each independent or unisymbol reel generatesand displays one symbol to the player. In one embodiment, the gamingdevice awards prizes after the reels of the primary game stop spinningif specified types and/or configurations of indicia or symbols occur onan active payline or otherwise occur in a winning pattern, occur on therequisite number of adjacent reels and/or occur in a scatter payarrangement.

In an alternative embodiment, rather than determining any outcome toprovide to the player by analyzing the symbols generated on any wageredupon paylines as described above, the gaming device determines anyoutcome to provide to the player based on the number of associatedsymbols which are generated in active symbol positions on the requisitenumber of adjacent reels (i.e., not on paylines passing through anydisplayed winning symbol combinations). In this embodiment, if a winningsymbol combination is generated on the reels, the gaming device providesthe player one award for that occurrence of the generated winning symbolcombination. For example, if one winning symbol combination is generatedon the reels, the gaming device will provide a single award to theplayer for that winning symbol combination (i.e., not based on thenumber of paylines that would have passed through that winning symbolcombination). It should be appreciated that because a gaming device thatenables wagering on ways to win provides the player one award for asingle occurrence of a winning symbol combination and a gaming devicewith paylines may provide the player more than one award for the sameoccurrence of a single winning symbol combination (i.e., if a pluralityof paylines each pass through the same winning symbol combination), itis possible to provide a player at a ways to win gaming device with moreways to win for an equivalent bet or wager on a traditional slot gamingdevice with paylines.

In one embodiment, the total number of ways to win is determined bymultiplying the number of symbols generated in active symbol positionson a first reel by the number of symbols generated in active symbolpositions on a second reel by the number of symbols generated in activesymbol positions on a third reel and so on for each reel of the gamingdevice with at least one symbol generated in an active symbol position.For example, a three reel gaming device with three symbols generated inactive symbol positions on each reel includes 27 ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel). A four reel gaming device with three symbols generated inactive symbol positions on each reel includes 81 ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel×3 symbols on the fourth reel). A five reel gaming device withthree symbols generated in active symbol positions on each reel includes243 ways to win (i.e., 3 symbols on the first reel×3 symbols on thesecond reel×3 symbols on the third reel×3 symbols on the fourth reel×3symbols on the fifth reel). It should be appreciated that modifying thenumber of generated symbols by either modifying the number of reels ormodifying the number of symbols generated in active symbol positions byone or more of the reels modifies the number of ways to win.

In another embodiment, the gaming device enables a player to wager onand thus activate symbol positions. In one such embodiment, the symbolpositions are on the reels. In this embodiment, if based on the player'swager, a reel is activated, then each of the symbol positions of thatreel will be activated and each of the active symbol positions will bepart of one or more of the ways to win. In one embodiment, if based onthe player's wager, a reel is not activated, then a designated number ofdefault symbol positions, such as a single symbol position of the middlerow of the reel, will be activated and the default symbol position(s)will be part of one or more of the ways to win. This type of gamingmachine enables a player to wager on one, more than one or all of thereels and the processor of the gaming device uses the number of wageredon reels to determine the active symbol positions and the number ofpossible ways to win. In alternative embodiments, (1) no symbols aredisplayed as generated at any of the inactive symbol positions, or (2)any symbols generated at any inactive symbol positions may be displayedto the player but suitably shaded or otherwise designated as inactive.

In one embodiment wherein a player wagers on one or more reels, aplayer's wager of one credit may activate each of the three symbolpositions on a first reel, wherein one default symbol position isactivated on each of the remaining four reels. In this example, asdescribed above, the gaming device provides the player three ways to win(i.e., 3 symbols on the first reel×1 symbol on the second reel×1 symbolon the third reel×1 symbol on the fourth reel×1 symbol on the fifthreel). In another example, a player's wager of nine credits may activateeach of the three symbol positions on a first reel, each of the threesymbol positions on a second reel and each of the three symbol positionson a third reel wherein one default symbol position is activated on eachof the remaining two reels. In this example, as described above, thegaming device provides the player twenty-seven ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel×1 symbol on the fourth reel×1 symbol on the fifth reel).

In one embodiment, to determine any award(s) to provide to the playerbased on the generated symbols, the gaming device individuallydetermines if a symbol generated in an active symbol position on a firstreel forms part of a winning symbol combination with or is otherwisesuitably related to a symbol generated in an active symbol position on asecond reel. In this embodiment, the gaming device classifies each pairof symbols which form part of a winning symbol combination (i.e., eachpair of related symbols) as a string of related symbols. For example, ifactive symbol positions include a first cherry symbol generated in thetop row of a first reel and a second cherry symbol generated in thebottom row of a second reel, the gaming device classifies the two cherrysymbols as a string of related symbols because the two cherry symbolsform part of a winning symbol combination.

After determining if any strings of related symbols are formed betweenthe symbols on the first reel and the symbols on the second reel, thegaming device determines if any of the symbols from the next adjacentreel should be added to any of the formed strings of related symbols. Inthis embodiment, for a first of the classified strings of relatedsymbols, the gaming device determines if any of the symbols generated bythe next adjacent reel form part of a winning symbol combination or areotherwise related to the symbols of the first string of related symbols.If the gaming device determines that a symbol generated on the nextadjacent reel is related to the symbols of the first string of relatedsymbols, that symbol is subsequently added to the first string ofrelated symbols. For example, if the first string of related symbols isthe string of related cherry symbols and a related cherry symbol isgenerated in the middle row of the third reel, the gaming device addsthe related cherry symbol generated on the third reel to the previouslyclassified string of cherry symbols.

On the other hand, if the gaming device determines that no symbolsgenerated on the next adjacent reel are related to the symbols of thefirst string of related symbols, the gaming device marks or flags suchstring of related symbols as complete. For example, if the first stringof related symbols is the string of related cherry symbols and none ofthe symbols of the third reel are related to the cherry symbols of thepreviously classified string of cherry symbols, the gaming device marksor flags the string of two cherry symbols as complete.

After either adding a related symbol to the first string of relatedsymbols or marking the first string of related symbols as complete, thegaming device proceeds as described above for each of the remainingclassified strings of related symbols which were previously classifiedor formed from related symbols on the first and second reels.

After analyzing each of the remaining strings of related symbols, thegaming device determines, for each remaining pending or incompletestring of related symbols, if any of the symbols from the next adjacentreel, if any, should be added to any of the previously classifiedstrings of related symbols. This process continues until either eachstring of related symbols is complete or there are no more adjacentreels of symbols to analyze. In this embodiment, where there are no moreadjacent reels of symbols to analyze, the gaming device marks each ofthe remaining pending strings of related symbols as complete.

When each of the strings of related symbols is marked complete, thegaming device compares each of the strings of related symbols to anappropriate paytable and provides the player any award associated witheach of the completed strings of symbols. It should be appreciated thatthe player is provided one award, if any, for each string of relatedsymbols generated in active symbol positions (i.e., as opposed to aquantity of awards being based on how many paylines that would havepassed through each of the strings of related symbols in active symbolpositions).

In one embodiment, a base or primary game may be a poker game whereinthe gaming device enables the player to play a conventional game ofvideo draw poker and initially deals five cards all face up from avirtual deck of fifty-two cards. Cards may be dealt as in a traditionalgame of cards or in the case of the gaming device, the cards may berandomly selected from a predetermined number of cards. If the playerwishes to draw, the player selects the cards to hold via one or moreinput devices, such as by pressing related hold buttons or via the touchscreen. The player then presses the deal button and the unwanted ordiscarded cards are removed from the display and the gaming machinedeals the replacement cards from the remaining cards in the deck. Thisresults in a final five-card hand. The gaming device compares the finalfive-card hand to a payout table which utilizes conventional poker handrankings to determine the winning hands. The gaming device provides theplayer with an award based on a winning hand and the number of creditsthe player wagered.

In another embodiment, the base or primary game may be a multi-handversion of video poker. In this embodiment, the gaming device deals theplayer at least two hands of cards. In one such embodiment, the cardsare the same cards. In one embodiment each hand of cards is associatedwith its own deck of cards. The player chooses the cards to hold in aprimary hand. The held cards in the primary hand are also held in theother hands of cards. The remaining non-held cards are removed from eachhand displayed and for each hand replacement cards are randomly dealtinto that hand. Since the replacement cards are randomly dealtindependently for each hand, the replacement cards for each hand willusually be different. The poker hand rankings are then determined handby hand against a payout table and awards are provided to the player.

In one embodiment, a base or primary game may be a keno game wherein thegaming device displays a plurality of selectable indicia or numbers onat least one of the display devices. In this embodiment, the playerselects at least one bit potentially a plurality of the selectableindicia or numbers via an input device such as a touch screen. Thegaming device then displays a series of drawn numbers and determine anamount of matches, if any, between the player's selected numbers and thegaming device's drawn numbers. The player is provided an award based onthe amount of matches, if any, based on the amount of determined matchesand the number of numbers drawn.

In one embodiment, a base or primary game may be a video scratch cardgame in which the gaming device displays a plurality of selectableindicia on at least one of the display devices. In this embodiment, thegaming device enables the player to select at least one of theselectable indicia via an input device such as a touch screen. In onesuch embodiment, for each player selection of one of the indicia, thegaming device reveals an award. In another embodiment, for each playerselection of one of the indicia, the gaming device reveals a number or asymbol. If that revealed number or symbol matches a pre-determinednumber or symbol, the gaming device provides an associated award to theplayer. In various embodiments, the associated award is pre-determinedor determined and/or revealed based on another indicia. In another suchembodiment, the gaming device enables the player to select at least oneindicia of one or more primary set of indicia and select at least oneindicia of one or more secondary set of indicia. For each playerselection of an indicia of the primary set of indicia and each playerselection of an indicia of the secondary set of indicia, the gamingdevice reveals a number or a symbol. If the gaming device reveals anumber or symbol of the primary set of indicia that matches a number orsymbol of the secondary set of indicia, the gaming device provides aplayer with an award. In various embodiments, the associated award ispre-determined or determined and/or revealed based on another indicia.

In another embodiment of a video scratch card game, for each playerselection of one of the indicia, the gaming device reveals award values,symbols, or numbers. If the gaming device reveals two or more matchingaward values, numbers or symbols, the gaming device provides an award tothe player. In one embodiment, the gaming device provides an award equalto the matching values. In another embodiment, the gaming deviceprovides an award that is pre-determined or determined and/or revealedbased on another indicia. In another embodiment of a video scratch cardgame, if the player selects one of the indicia, the gaming devicereveals numbers of moves on a trail or board. The locations on thesetrails or boards are associated with winning or losing indicia. Landingon a winning indicia provides the player with the displayed award. Itshould be appreciated that in various embodiments of a video scratchcard game, the gaming device provides an award that is a bonus game, aprogressive award, or an opportunity to play for one or more progressiveawards as described herein.

In another embodiment, a base or primary game is a video roulette gameincluding a modified standard American single zero or double zeroroulette wheel. In one embodiment, at least one of the standard wells inwhich a ball may land (such as zero, double zero, or any other number)is replaced with one or more bonus wells. In these embodiments, if theball lands in one of the bonus wells, the gaming device provides a bonusevent or an opportunity to win one or more progressive awards. In oneembodiment, the gaming device requires an additional wager to be placedto provide the bonus event or an opportunity to win one or more of theprogressive awards as described herein. In various embodiments, thegaming device includes one or more bonus wells which have a size that isdifferent from the size of the standard wells. In various embodiments,the probability of the ball landing in these bonus wells is differentfrom the probability of the ball landing in the standard wells.

In one embodiment, in addition to winning credits or other awards in abase or primary game, the gaming device may also give players theopportunity to win credits in a bonus or secondary game or in a bonus orsecondary round. The bonus or secondary game enables the player toobtain a prize or payout in addition to the prize or payout, if any,obtained from the base or primary game. In general, a bonus or secondarygame produces a significantly higher level of player excitement than thebase or primary game because it provides a greater expectation ofwinning than the base or primary game, and is accompanied with moreattractive or unusual features than the base or primary game. In oneembodiment, the bonus or secondary game may be any type of suitablegame, either similar to or completely different from the base or primarygame.

In one embodiment, the triggering event or qualifying condition may be aselected outcome in the primary game or a particular arrangement of oneor more indicia on a display device in the primary game, such as thenumber seven appearing on three adjacent reels along a payline in theprimary slot game embodiment seen in FIGS. 1A and 1B. In otherembodiments, the triggering event or qualifying condition occurs basedon exceeding a certain amount of game play (such as number of games,number of credits, amount of time), or reaching a specified number ofpoints earned during game play.

In another embodiment, the gaming device processor 12 or centralcontroller 56 randomly provides the player one or more plays of one ormore secondary games. In one such embodiment, the gaming device does notprovide any apparent reason to the player for qualifying to play asecondary or bonus game. In this embodiment, qualifying for a bonus gameis not triggered by an event in or based specifically on any of theplays of any primary game. That is, the gaming device may simply qualifya player to play a secondary game without any explanation oralternatively with simple explanations. In another embodiment, thegaming device (or central server) qualifies a player for a secondarygame at least partially based on a game triggered or symbol triggeredevent, such as at least partially based on the play of a primary game.

In one embodiment, the gaming device includes a program which willautomatically begin a bonus round after the player has achieved atriggering event or qualifying condition in the base or primary game. Inanother embodiment, after a player has qualified for a bonus game, theplayer may subsequently enhance his/her bonus game participation throughcontinued play on the base or primary game. Thus, for each bonusqualifying event, such as a bonus symbol, that the player obtains, agiven number of bonus game wagering points or credits may be accumulatedin a “bonus meter” programmed to accrue the bonus wagering credits orentries toward eventual participation in a bonus game. The occurrence ofmultiple such bonus qualifying events in the primary game may result inan arithmetic or exponential increase in the number of bonus wageringcredits awarded. In one embodiment, the player may redeem extra bonuswagering credits during the bonus game to extend play of the bonus game.

In one embodiment, no separate entry fee or buy-in for a bonus game isneeded. That is, a player may not purchase entry into a bonus game;rather they must win or earn entry through play of the primary game,thus encouraging play of the primary game. In another embodiment,qualification of the bonus or secondary game is accomplished through asimple “buy-in” by the player—for example, if the player has beenunsuccessful at qualifying through other specified activities. Inanother embodiment, the player must make a separate side-wager on thebonus game or wager a designated amount in the primary game to qualifyfor the secondary game. In this embodiment, the secondary gametriggering event must occur and the side-wager (or designated primarygame wager amount) must have been placed to trigger the secondary game.

In one embodiment, as illustrated in FIG. 2B, one or more of the gamingdevices 10 are in communication with each other and/or at least onecentral controller 56 through a data network or remote communicationlink 58. In this embodiment, the central server, central controller orremote host is any suitable server or computing device which includes atleast one processor and at least one memory or storage device. Indifferent such embodiments, the central server is a progressivecontroller or a processor of one of the gaming devices in the gamingsystem. In these embodiments, the processor of each gaming device isdesigned to transmit and receive events, messages, commands, or anyother suitable data or signal between the individual gaming device andthe central server. The gaming device processor is operable to executesuch communicated events, messages, or commands in conjunction with theoperation of the gaming device. Moreover, the processor of the centralserver is designed to transmit and receive events, messages, commands,or any other suitable data or signal between the central server and eachof the individual gaming devices. The central server processor isoperable to execute such communicated events, messages, or commands inconjunction with the operation of the central server. It should beappreciated that one, more or each of the functions of the centralcontroller, central server or remote host as disclosed herein may beperformed by one or more gaming device processors. It should be furtherappreciated that one, more or each of the functions of one or moregaming device processors as disclosed herein may be performed by thecentral controller, central server or remote host.

In one embodiment, the game outcome provided to the player is determinedby a central server or controller and provided to the player at thegaming device. In this embodiment, each of a plurality of such gamingdevices are in communication with the central server or controller. Upona player initiating game play at one of the gaming devices, theinitiated gaming device communicates a game outcome request to thecentral server or controller.

In one embodiment, the central server or controller receives the gameoutcome request and randomly generates a game outcome for the primarygame based on probability data. In another embodiment, the centralserver or controller randomly generates a game outcome for the secondarygame based on probability data. In another embodiment, the centralserver or controller randomly generates a game outcome for both theprimary game and the secondary game based on probability data. In thisembodiment, the central server or controller is capable of storing andutilizing program code or other data similar to the processor and memorydevice of the gaming device.

In an alternative embodiment, the central server or controller maintainsone or more predetermined pools or sets of predetermined game outcomes.In this embodiment, the central server or controller receives the gameoutcome request and independently selects a predetermined game outcomefrom a set or pool of game outcomes. The central server or controllerflags or marks the selected game outcome as used. Once a game outcome isflagged as used, it is prevented from further selection from the set orpool and cannot be selected by the central controller or server uponanother wager. The provided game outcome can include a primary gameoutcome, a secondary game outcome, primary and secondary game outcomes,or a series of game outcomes such as free games.

The central server or controller communicates the generated or selectedgame outcome to the initiated gaming device. The gaming device receivesthe generated or selected game outcome and provides the game outcome tothe player. In an alternative embodiment, how the generated or selectedgame outcome is to be presented or displayed to the player, such as areel symbol combination of a slot machine or a hand of cards dealt in acard game, is also determined by the central server or controller andcommunicated to the initiated gaming device to be presented or displayedto the player. Central production or control can assist a gamingestablishment or other entity in maintaining appropriate records,controlling gaming, reducing and preventing cheating or electronic orother errors, reducing or eliminating win-loss volatility, and the like.

In another embodiment, a predetermined game outcome value is determinedfor each of a plurality of linked or networked gaming devices based onthe results of a bingo, keno, or lottery game. In this embodiment, eachindividual gaming device utilizes one or more bingo, keno, or lotterygames to determine the predetermined game outcome value provided to theplayer for the interactive game played at that gaming device. In oneembodiment, the bingo, keno, or lottery game is displayed to the player.In another embodiment, the bingo, keno or lottery game is not displayedto the player, but the results of the bingo, keno, or lottery gamedetermine the predetermined game outcome value for the primary orsecondary game.

In the various bingo embodiments, as each gaming device is enrolled inthe bingo game, such as upon an appropriate wager or engaging an inputdevice, the enrolled gaming device is provided or associated with adifferent bingo card. Each bingo card consists of a matrix or array ofelements, wherein each element is designated with a separate indicia,such as a number. It should be appreciated that each different bingocard includes a different combination of elements. For example, if fourbingo cards are provided to four enrolled gaming devices, the sameelement may be present on all four of the bingo cards while anotherelement may solely be present on one of the bingo cards.

In operation of these embodiments, upon providing or associating adifferent bingo card with each of a plurality of enrolled gamingdevices, the central controller randomly selects or draws, one at atime, a plurality of the elements. As each element is selected, adetermination is made for each gaming device as to whether the selectedelement is present on the bingo card provided to that enrolled gamingdevice. This determination can be made by the central controller, thegaming device, a combination of the two, or in any other suitablemanner. If the selected element is present on the bingo card provided tothat enrolled gaming device, that selected element on the provided bingocard is marked or flagged. This process of selecting elements andmarking any selected elements on the provided bingo cards continuesuntil one or more predetermined patterns are marked on one or more ofthe provided bingo cards. It should be appreciated that in oneembodiment, the gaming device requires the player to engage a daubbutton (not shown) to initiate the process of the gaming device markingor flagging any selected elements.

After one or more predetermined patterns are marked on one or more ofthe provided bingo cards, a game outcome is determined for each of theenrolled gaming devices based, at least in part, on the selectedelements on the provided bingo cards. As described above, the gameoutcome determined for each gaming device enrolled in the bingo game isutilized by that gaming device to determine the predetermined gameoutcome provided to the player. For example, a first gaming device tohave selected elements marked in a predetermined pattern is provided afirst outcome of win $10 which will be provided to a first playerregardless of how the first player plays in a first game, and a secondgaming device to have selected elements marked in a differentpredetermined pattern is provided a second outcome of win $2 which willbe provided to a second player regardless of how the second player playsa second game. It should be appreciated that as the process of markingselected elements continues until one or more predetermined patterns aremarked, this embodiment ensures that at least one bingo card will winthe bingo game and thus at least one enrolled gaming device will providea predetermined winning game outcome to a player. It should beappreciated that other suitable methods for selecting or determining oneor more predetermined game outcomes may be employed.

In one example of the above-described embodiment, the predetermined gameoutcome may be based on a supplemental award in addition to any awardprovided for winning the bingo game as described above. In thisembodiment, if one or more elements are marked in supplemental patternswithin a designated number of drawn elements, a supplemental orintermittent award or value associated with the marked supplementalpattern is provided to the player as part of the predetermined gameoutcome. For example, if the four corners of a bingo card are markedwithin the first twenty selected elements, a supplemental award of $10is provided to the player as part of the predetermined game outcome. Itshould be appreciated that in this embodiment, the player of a gamingdevice may be provided a supplemental or intermittent award regardlessof whether the enrolled gaming device's provided bingo card wins or doesnot win the bingo game as described above.

In another embodiment, one or more of the gaming devices are incommunication with a central server or controller for monitoringpurposes only. That is, each individual gaming device randomly generatesthe game outcomes to be provided to the player and the central server orcontroller monitors the activities and events occurring on the pluralityof gaming devices. In one embodiment, the gaming network includes areal-time or on-line accounting and gaming information system operablycoupled to the central server or controller. The accounting and gaminginformation system of this embodiment includes a player database forstoring player profiles, a player tracking module for tracking playersand a credit system for providing automated casino transactions.

In one embodiment, the gaming device disclosed herein is associated withor otherwise integrated with one or more player tracking systems. Playertracking systems enable gaming establishments to recognize the value ofcustomer loyalty through identifying frequent customers and rewardingthem for their patronage. In one embodiment, the gaming device and/orplayer tracking system tracks any player's gaming activity at the gamingdevice. In one such embodiment, the gaming device includes at least onecard reader 38 in communication with the processor. In this embodiment,a player is issued a player identification card which has an encodedplayer identification number that uniquely identifies the player. When aplayer inserts their playing tracking card into the card reader to begina gaming session, the card reader reads the player identification numberoff the player tracking card to identify the player. The gaming deviceand/or associated player tracking system timely tracks any suitableinformation or data relating to the identified player's gaming session.Directly or via the central controller, the gaming device processorcommunicates such information to the player tracking system. The gamingdevice and/or associated player tracking system also timely tracks whena player removes their player tracking card when concluding play forthat gaming session. In another embodiment, rather than requiring aplayer to insert a player tracking card, the gaming device utilizes oneor more portable devices carried by a player, such as a cell phone, aradio frequency identification tag or any other suitable wireless deviceto track when a player begins and ends a gaming session. In anotherembodiment, the gaming device utilizes any suitable biometric technologyor ticket technology to track when a player begins and ends a gamingsession.

During one or more gaming sessions, the gaming device and/or playertracking system tracks any suitable information or data, such as anyamounts wagered, average wager amounts, and/or the time at which thesewagers are placed. In different embodiments, for one or more players,the player tracking system includes the player's account number, theplayer's card number, the player's first name, the player's surname, theplayer's preferred name, the player's player tracking ranking, anypromotion status associated with the player's player tracking card, theplayer's address, the player's birthday, the player's anniversary, theplayer's recent gaming sessions, or any other suitable data. In oneembodiment, such tracked information and/or any suitable featureassociated with the player tracking system is displayed on a playertracking display 40. In another embodiment, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed via one or more service windows (not shown) which aredisplayed on the central display device and/or the upper display device.

In one embodiment, a plurality of the gaming devices are capable ofbeing connected together through a data network. In one embodiment, thedata network is a local area network (LAN), in which one or more of thegaming devices are substantially proximate to each other and an on-sitecentral server or controller as in, for example, a gaming establishmentor a portion of a gaming establishment. In another embodiment, the datanetwork is a wide area network (WAN) in which one or more of the gamingdevices are in communication with at least one off-site central serveror controller. In this embodiment, the plurality of gaming devices maybe located in a different part of the gaming establishment or within adifferent gaming establishment than the off-site central server orcontroller. Thus, the WAN may include an off-site central server orcontroller and an off-site gaming device located within gamingestablishments in the same geographic area, such as a city or state. TheWAN gaming system may be substantially identical to the LAN gamingsystem described above, although the number of gaming devices in eachsystem may vary relative to one another.

In another embodiment, the data network is an internet or intranet. Inthis embodiment, the operation of the gaming device can be viewed at thegaming device with at least one internet browser. In this embodiment,operation of the gaming device and accumulation of credits may beaccomplished with only a connection to the central server or controller(the internet/intranet server) through a conventional phone or otherdata transmission line, digital subscriber line (DSL), T-1 line, coaxialcable, fiber optic cable, or other suitable connection. In thisembodiment, players may access an internet game page from any locationwhere an internet connection and computer or other internet facilitatoris available. The expansion in the number of computers and number andspeed of internet connections in recent years increases opportunitiesfor players to play from an ever-increasing number of remote sites. Itshould be appreciated that the enhanced bandwidth of digital wirelesscommunications may render such technology suitable for some or allcommunications, particularly if such communications are encrypted.Higher data transmission speeds may be useful for enhancing thesophistication and response of the display and interaction with theplayer.

As mentioned above, in one embodiment, the present disclosure may beemployed in a server-based gaming system. In one such embodiment, asdescribed above, one or more gaming devices are in communication with acentral server or controller. The central server or controller may beany suitable server or computing device which includes at least oneprocessor and a memory or storage device. In alternative embodiments,the central server is a progressive controller or another gaming machinein the gaming system. In one embodiment, the memory device of thecentral server stores different game programs and instructions,executable by a gaming device processor, to control the gaming device.Each executable game program represents a different game or type of gamewhich may be played on one or more of the gaming devices in the gamingsystem. Such different games may include the same or substantially thesame game play with different pay tables. In different embodiments, theexecutable game program is for a primary game, a secondary game or both.In another embodiment, the game program may be executable as a secondarygame to be played simultaneous with the play of a primary game (whichmay be downloaded to or fixed on the gaming device) or vice versa.

In this embodiment, each gaming device at least includes one or moredisplay devices and/or one or more input devices for interaction with aplayer. A local processor, such as the above-described gaming deviceprocessor or a processor of a local server, is operable with the displaydevice(s) and/or the input device(s) of one or more of the gamingdevices.

In operation, the central controller is operable to communicate one ormore of the stored game programs to at least one local processor. Indifferent embodiments, the stored game programs are communicated ordelivered by embedding the communicated game program in a device or acomponent (e.g., a microchip to be inserted in a gaming device), writingthe game program on a disc or other media, or downloading or streamingthe game program over a dedicated data network, internet, or a telephoneline. After the stored game programs are communicated from the centralserver, the local processor executes the communicated program tofacilitate play of the communicated program by a player through thedisplay device(s) and/or input device(s) of the gaming device. That is,when a game program is communicated to a local processor, the localprocessor changes the game or type of game played at the gaming device.

In another embodiment, a plurality of players at a plurality of linkedgaming devices in a gaming system participate in a group gamingenvironment. In one embodiment, a plurality of players at a plurality oflinked gaming devices work in conjunction with one another, such as byplaying together as a team or group, to win one or more awards. In onesuch embodiment, any award won by the group is shared, either equally orbased on any suitable criteria, amongst the different players of thegroup. In another embodiment, a plurality of players at a plurality oflinked gaming devices compete against one another for one or moreawards. In one such embodiment, a plurality of players at a plurality oflinked gaming devices participate in a gaming tournament for one or moreawards. In another embodiment, a plurality of players at a plurality oflinked gaming devices play for one or more awards wherein an outcomegenerated by one gaming device affects the outcomes generated by one ormore linked gaming devices.

In another embodiment, a plurality of gaming devices at one or moregaming sites may be networked to the central server in a progressiveconfiguration, as known in the art, wherein a portion of each wager toinitiate a base or primary game may be allocated to one or moreprogressive awards. In one embodiment, a progressive gaming system hostsite computer is coupled to a plurality of the central servers at avariety of mutually remote gaming sites for providing a multi-sitelinked progressive automated gaming system. In one embodiment, aprogressive gaming system host site computer may serve gaming devicesdistributed throughout a number of properties at different geographicallocations including, for example, different locations within a city ordifferent cities within a state.

In one embodiment, the progressive gaming system host site computer ismaintained for the overall operation and control of the progressivegaming system. In this embodiment, a progressive gaming system host sitecomputer oversees the entire progressive gaming system and is the masterfor computing all progressive jackpots. All participating gaming sitesreport to, and receive information from, the progressive gaming systemhost site computer. Each central server computer is responsible for alldata communication between the gaming device hardware and software andthe progressive gaming system host site computer. In one embodiment, anindividual gaming machine may trigger a progressive award win. Inanother embodiment, a central server (or the progressive gaming systemhost site computer) determines when a progressive award win istriggered. In another embodiment, an individual gaming machine and acentral controller (or progressive gaming system host site computer)work in conjunction with each other to determine when a progressive winis triggered, for example through an individual gaming machine meeting apredetermined requirement established by the central controller.

In one embodiment, one or more of the progressive awards are each fundedvia a side bet or side wager. In this embodiment, a player must place orwager a side bet to be eligible to win the progressive award associatedwith the side bet. In one embodiment, the player must place the maximumbet and the side bet to be eligible to win one of the progressiveawards. In another embodiment, if the player places or wagers therequired side bet, the player may wager at any credit amount during theprimary game (i.e., the player need not place the maximum bet and theside bet to be eligible to win one of the progressive awards). In onesuch embodiment, the greater the player's wager (in addition to theplaced side bet), the greater the odds or probability that the playerwill win one of the progressive awards. It should be appreciated thatone or more of the progressive awards may each be funded, at least inpart, based on the wagers placed on the primary games of the gamingmachines in the gaming system, via a gaming establishment or via anysuitable manner. In one such embodiment, one or more of the progressiveawards are funded, at least partially, via an amount provided by one ormore marketing and/or advertising departments, such as a casino'smarketing department.

In another embodiment, one or more of the progressive awards arepartially funded via a side-bet or side-wager which the player may make(and which may be tracked via a side-bet meter). In one embodiment, oneor more of the progressive awards are funded with only side-bets orside-wagers placed. In another embodiment, one or more of theprogressive awards are funded based on player's wagers as describedabove as well as any side-bets or side-wagers placed.

In one alternative embodiment, a minimum wager level is required for agaming device to qualify to be selected to obtain one of the progressiveawards. In one embodiment, this minimum wager level is the maximum wagerlevel for the primary game in the gaming machine. In another embodiment,no minimum wager level is required for a gaming machine to qualify to beselected to obtain one of the progressive awards.

In one embodiment, the gaming system disclosed herein includes aplurality of progressive awards or progressive incremented values in amulti-level progressive or MLP configuration. In this embodiment, aplurality of gaming devices at one or more gaming sites are networked tothe central server in an MLP configuration, wherein a portion of eachwager placed is allocated to one or more progressive awards orprogressive incremented values. It should be appreciated that anysuitable number of progressive awards and any suitable number ofprogressive award levels may be implemented with the gaming systemdisclosed herein.

In one embodiment, different progressive awards are associated withdifferent numbers of gaming devices. For example, a first progressiveaward of the MLP which is valued at $10,000 may be associated with tengaming devices while a second progressive award of the MLP which isvalued at $500,000 may be associated with one-hundred gaming devices. Inone embodiment, the multiple gaming machines may be in the same bank ofmachines, in the same casino or gaming establishment (such as throughLAN), or in two or more different casinos or gaming establishments (suchas through a WAN).

In another embodiment, each individual gaming machine maintains aplurality of progressive awards in an MLP configuration wherein aportion of the wagers placed at that respective gaming machine isallocated to one or more of the progressive awards maintained by suchindividual gaming machine. In one embodiment, a portion of each wagerplaced at a designated gaming device is allocated to one or moreprogressive awards of the MLP associated with that designated gamingdevice. In another embodiment, a portion of designated wagers placed ata designated gaming device, such as a portion of each maximum wagerplaced or a portion of each side wager placed, is allocated to one ormore progressive awards of the MLP associated with that designatedgaming device. It should be appreciated that in these embodiments, thefunctions of the gaming system providing a progressive award in atriggered bonus event as disclosed herein are provided on the single orstand-alone gaming device.

In another embodiment, each individual gaming machine maintains one ormore progressive awards of the MLP configuration and the central serversimultaneously or substantially simultaneously maintains one or moreprogressive awards of the MLP configuration. In one such embodiment, thelower valued, more frequently triggered progressive awards of the MLPare maintained by the individual gaming machines and the higher valued,less frequently triggered progressive awards of the MLP are maintainedby the central server.

In one embodiment, one or more of the progressive awards start at thesame value and increment or increase until provided to a player. Inanother embodiment, one or more of the progressive awards start atdifferent values and increment or increase until provided to a player.For example, the progressive award associated with the highestprogressive award level of the MLP starts at the highest value and theprogressive award associated with the lowest progressive award level ofthe MLP starts at the lowest value.

In these embodiments, the progressive awards accumulate based on a smallpercentage (such as 0.1%) of coin-in or wagered amounts in aconventional manner. In one such embodiment, different progressiveawards associated with different levels of the MLP increment atdifferent rates. For example, the progressive award associated with thehighest progressive award level of the MLP increments at the highestrate and the progressive award associated with the lowest progressiveaward level of the MLP increments at the lowest rate. Such differentstarting values coupled with different increment rates provides thateven if a progressive award triggering event occurs infrequently, thegaming system disclosed herein maintains the hierarchy of the pluralityof progressive awards of the MLP.

In one embodiment, different percentages of coin-in or wagered amountsfund different progressive awards of the MLP. For example, 0.1% ofcoin-in funds the first level progressive award of the MLP, 0.15% ofcoin-in funds the second level progressive award of the MLP, and 0.2% ofcoin-in funds the third level progressive award of the MLP. In anotherembodiment, the percentage that goes to each progressive award is equal(such as 0.1% to each of the three progressive award levels of the MLP).

In one embodiment, the percentage of each wagered amount that funds oneor more progressive awards is equal for each wagered amount. In anotherembodiment, the percentages of wagered amounts that fund one or moreprogressive awards are different for different wager amounts. Forexample, a wager of one to twenty-five credits may increment aprogressive award 0.1% of the wager, a wager of twenty-six to fiftycredits may increment a progressive award 0.08% of the wager and a wagerof fifty-one to seventy-five credits may increment a progressive award0.07% of the wager. In another embodiment at least a fraction of one ormore of the progressive awards of the MLP are funded by the gamingestablishment, such as a casino, by using a starting value higher thanzero to make the progressive awards attractive even after they arereset.

In one embodiment, the central server and/or individual gaming deviceprocessor increases the progressive awards associated with theprogressive award levels of the MLP until a progressive award isprovided to a player (upon the occurrence of a suitable triggeringevent). In one embodiment, two or more of the progressive awards of theMLP are funded at different temporal rates. In this embodiment, thedifferent progressive awards are incremented or funded in differentincrements of time wherein until the progressive award hits, a setamount is added to the progressive award at each determined timeincrement. In another embodiment, two or more of the progressive awardsmay each be incremented or funded based on different incrementingfactors or incrementors. In this embodiment, a first of the progressiveawards may increment each time a first incrementing factor occurs and asecond of the progressive awards may increment each time a secondincrementing factor occurs, wherein the first incrementing factor andthe second incrementing factor are different. Examples of incrementingfactors could be a symbol-driven trigger in the base game, theoccurrence of one or more events in a bonus game, the player betting amaximum amount, a percentage of possible gaming machines being activelyplayed or in active status, or any other suitable method for defining anincrementor.

In one embodiment, different gaming devices in the gaming system havedifferent progressive awards of the MLP available to the player. In onesuch embodiment, different types of gaming devices are associated withdifferent types of progressive awards of the MLP based on the currentconfiguration of the gaming system. In one embodiment, zero, one or moreprogressive awards of the MLP may be associated with each of the gamingdevices in the gaming system while zero, one or more differentprogressive awards of the MLP may be associated with a plurality of, butnot all of the gaming devices in the gaming system.

Games with Volatility Control

Various embodiments of the gaming systems, gaming devices and methods ofthe present disclosure provide games that enable a player to make adefined number of selections of values displayed in a particulararrangement, or a defined number of selections of cells displayed in aparticular arrangement, wherein each cell is associated with a value.For each player selection, the gaming system distributes a portion ofthe values to other values or cells according to one or more predefinedrules. After the defined number of player selections of values or cells,the gaming system randomly selects one of the remaining displayed valuesthat have not been selected and provides an award to the player based onthe randomly selected value. Thus, the player's selection of certainvalues affects the values of one or more other cells and therefore theaward provided to the player.

In one embodiment, the displayed values include a number of differentvalues, including high values and low values. By displaying a number ofdifferent high and low values, the gaming system enables the player todecide whether they want to distribute high or low values to the otherdisplayed values. Thus, the gaming system enables a player to employvarious strategies in their value selection process to control thevolatility of the game.

FIGS. 3A to 3F, 4A to 4F, and 5A to 5F illustrate different exampleembodiments of the gaming system of the present disclosure. In eachexample, the gaming system displays the same arrangement of initialvalues and provides the player with the same defined number of valueselections. For each player selection of a value, the gaming systemdistributes a portion of that value to adjacent values in the displayedarrangement which have not been selected by the player according to apredefined rule. The predefined rule is the same in each of theexamples, as discussed in more detail below. In each of the examplegames discussed below, the player employs a different selection strategyto control the volatility of the game.

Example 1

In the example game illustrated in FIGS. 3A to 3F, the gaming systemenables the player to sequentially make four selections of the displayedvalues. The player in this example employs a strategy of selecting eachof the smallest values from the displayed arrangement of values in anattempt to limit the chance of obtaining a small award payout after theplayer makes the predetermined number of selections.

FIG. 3A illustrates the gaming system displaying on display device 16,18 an arrangement 60 of player selectable values 62. The displayedarrangement 60 is a matrix having four rows and four columns. Theintersection of each row and each column defines individual cells A toP. Each displayed value is associated with one of the individual cells Ato P. The gaming system also displays the number of selections of valuesthe player is able to make in the game, as seen by the selectionsremaining display 64 in the lower left hand corner of the display device16, 18. The gaming system also displays a suitable visual prompt, ormessage, to begin the game, such as message 66 of, “PLEASE SELECT AFIRST VALUE. YOU WILL BE ABLE TO SEQUENTIALLY SELECT A TOTAL OF FOURVALUES. FOR EACH SELECTION, A PORTION OF THE SELECTED VALUE WILL BEDISTRIBUTED TO EACH ADJACENT VALUE.” It should be appreciated that ineach of the examples disclosed herein any suitable message could beused, such as a visual, audio or an audio/visual message.

FIG. 3B illustrates the gaming system displaying the result of theplayer selecting the value 25 in cell O. The selection of the value 25causes the gaming system to mask cell O, to indicate the value 25 hasbeen selected and to change the number of selections displayed in theselections remaining display 64 to three, indicating the player has onlythree selections left in the game. The gaming system also displays theresult of the distribution of a portion of the selected value 25 to eachof cell values adjacent to the selected cell value according to apredefined rule, which requires the gaming system to divide the selectedcell value by the number of adjacent cell values and add that result toeach of the adjacent cell values. The adjacent cells are each cell tothe left and right of the selected value and each cell above and belowthe selected cell value. In this case, there is no cell below theselected cell value so there are only three adjacent cells, i.e., cellsN, P, and K. Accordingly, the gaming system divides the selected cellvalue of 25 by the number three, and adds that result to each of theadjacent cell values of N, P, and K. The value of 25 divided by threedoes not result in a whole number, thus the gaming system adds eight tothe two cell values adjacent the selected cell value and adds nine tothe cell value above the selected cell value. As seen, the distributionaccording to the predefined rule results in the display of new values of408, 209, and 608 in cells N, K, and P respectively. The gaming systemdisplays a suitable message such as message 68, “YOU SELECTED THE VALUE25. A PORTION OF THE VALUE OF 25 HAS BEEN DISTRIBUTED TO EACH ADJACENTVALUE. YOU HAVE THREE SELECTIONS REMAINING.”

FIG. 3C illustrates the gaming system displaying the result of theplayer selecting the value 25 in cell A. The player selection of thevalue 25 causes the gaming system to mask cell A to indicate the value25 has been selected and to change the number of selections displayed inthe selection remaining display 64 to two. The gaming system displaysthe result of the distribution of a portion of the selected value 25 toeach of the cell values adjacent the selected cell value according tothe predefined rule, which requires the gaming system to divide theselected cell value by the number of adjacent cell values which have notbeen selected and add that result to each adjacent cell value that hasnot been selected. In this case, there is no cell above or to the leftof the selected cell value thus there are only two adjacent cell values.Accordingly, the gaming system divides the selected cell value of 25 bythe number two and adds the result to each of the adjacent cell values.Dividing the value of 25 by two does not result in a whole number, thusthe gaming system adds 12 to the value in cell B and adds 13 to thevalue in cell E. As seen, the distribution according to the predefinedrule results in the display of new values of 512 and 313 in cells B andE. The gaming system displays a suitable message such as message 70,“YOU SELECTED THE VALUE 25. A PORTION OF THE VALUE OF 25 HAS BEENDISTRIBUTED TO EACH ADJACENT CELL WHICH HAS NOT BEEN SELECTED. YOU HAVETWO SELECTIONS REMAINING.”

FIG. 3D illustrates the result of the player selecting the value 30 inthe cell M. The selection of the value of 30 causes the gaming system tomask cell M to indicate the value 30 has been selected and changes thenumber of selections displayed in the selection remaining display 64 toone. The gaming system displays the result of the distribution of aportion of the selected value 25 to each of the cell values adjacent theselected cell value according to the predefined rule, which requires thegaming system to divide the selected cell value by the number ofadjacent cell values which have not been selected and add that result toeach adjacent cell value that has not been selected. In this case, thereis no cell below or to the left of the selected cell value, thus thereare only two adjacent cell values. Accordingly, the gaming systemdivides the selected cell value of 30 by the number two, and adds thatresult to each of the adjacent cell values. Dividing the value of 30 bytwo results in a whole number of 15, thus the gaming system adds 15 tothe value in cell N and adds 15 to the value in cell I. As seen, thedistribution according to the predefined rule results in the display ofnew values of 65 and 423 in cells I and N respectively. The gamingsystem displays a suitable message such as message 72 of, “YOU SELECTEDTHE VALUE 30. A PORTION OF THE VALUE OF 30 HAS BEEN DISTRIBUTED TO EACHADJACENT CELL WHICH HAS NOT BEEN SELECTED. YOU HAVE ONE SELECTIONREMAINING.”

FIG. 3E illustrates the last selection available to the player and theresult of the player selecting the value of 40 in cell H. The selectionof the value 40 causes the gaming system to mask cell H to indicate thevalue 40 has been selected and changes the number of selectionsdisplayed in the selection remaining display 64 to zero. The gamingsystem displays the result of the distribution of a portion of theselected value 40 to each of the cell values adjacent the selected cellvalue according to the predefined rule, which requires the gaming systemto divide the selected cell value by the number of adjacent cell valueswhich have not been selected and add that result to each adjacent cellvalue that has not been selected. In this case, there is no cell valueto the right of the selected cell value thus there are only threeadjacent cell values. Accordingly, the gaming system divides theselected cell value of 40 by the number three and adds the result toeach of the adjacent cell values. Dividing the value of 40 by three doesnot result in a whole number, thus the gaming system adds 13 to thevalue in cell D, adds 14 to the value in cell G, and adds 13 to thevalue in cell L. As seen, the distribution according to the predefinedrule results in the display of new values of 263, 1014, and 313 in cellsD, G and L respectively. The gaming system displays a suitable messagesuch as message 74 of, “YOU SELECTED THE VALUE 40. A PORTION OF THEVALUE OF 40 HAS BEEN DISTRIBUTED TO EACH ADJACENT CELL WHICH HAS NOTBEEN SELECTED. YOU HAVE NO SELECTIONS REMAINING.”

FIG. 3F illustrates the gaming system randomly picking one of theplurality of remaining displayed values which have not been selected toprovide an award to the player. In this game, there are twelve remainingdisplayed values which have not been selected and the gaming systemrandomly picks the value of 423. The gaming system provides an award tothe player of 423 credits and a message 76 of, “THE VALUE OF 423 WASRANDOMLY PICKED FROM THE REMAINING VALUES. CONGRATULATIONS! YOU WIN ANAWARD OF 423 CREDITS.”

Example 2

Referring now to FIGS. 4A to 4F, in this example, the gaming systemdisplays the same arrangement 60 of player selectable values 62 andenables the player to make a selection of four of the displayed values.In the example illustrated by FIGS. 4A to 4F, however, the playeremploys a different strategy from the example illustrated in FIGS. 3A to3F. Here, the player decides to select each of the largest values fromthe displayed arrangement of values in an attempt to achieve a greateraverage expected award.

FIG. 4A illustrates the gaming system displaying on the display device16, 18 the arrangement 60 of player selectable values 62. The displayedarrangement 60 of values 62 is a matrix having four rows and fourcolumns. The intersection of each row and each column defines individualcells A to P. Each displayed value is associated with one of theindividual cells A to P. The gaming system also displays a number ofselections of values the player is able to make in the game, as seen bythe selections remaining display 64 in the lower left hand corner of thedisplay device 16, 18. The gaming system also displays a suitable visualmessage to the player to begin the game, such as message 79 of, “PLEASESELECT A FIRST VALUE. YOU WILL BE ABLE TO SEQUENTIALLY SELECT A TOTAL OFFOUR VALUES. FOR EACH SELECTION, A PORTION OF THE SELECTED VALUE WILL BEDISTRIBUTED TO EACH ADJACENT VALUE.”

FIG. 4B illustrates the result of the player selecting the value 1000 incell G. The selection of the value 1000 causes the gaming system to maskthe cell associated with the value 1000 to indicate the value 1000 hasbeen selected and to change the number of selections displayed in theselections remaining display 64 to three, indicating the player has onlythree selections remaining in the game. The gaming system also displaysthe result of the distribution of a portion of the selected value 1000to each of the cell values adjacent to the selected cell value accordingto the predefined rule, which requires the gaming system to divide theselected cell value by the number of adjacent cell values which have notbeen selected and add that result to each of the adjacent cell values.The adjacent cells are each cell to the left and right of the selectedcell value and each cell value above and below the selected cell value.In this case, there are four adjacent cell values. Accordingly, thegaming system divides the selected cell value of 1000 by the number fourand adds the result of 250 to each of the adjacent cell values. Thus,the gaming system adds 250 to the values in cells C, H, K and F. Asseen, the distribution according to the predefined rule results in thedisplay of new values of 350, 290, 450 and 300 in cells C, H, K and Frespectively. The gaming system displays a suitable message such asmessage 80 of, “YOU SELECTED THE VALUE 1000. A PORTION OF THE VALUE OF1000 HAS BEEN DISTRIBUTED TO EACH ADJACENT VALUE. YOU HAVE THREESELECTIONS REMAINING.”

FIG. 4C illustrates the result of the player selecting the value 450 incell K. The selection of the value 450 causes the gaming system to maskthe cell associated with the selected value to indicate the value 450has been selected and to change the number of selections displayed inthe selections remaining display 64 to two. The gaming system displaysthe result of the distribution of a portion of the selected value of 450to each of the cell values adjacent the selected cell value according tothe predefined rule, which requires the gaming system to divide theselected cell value by the number of adjacent cell values which have notbeen selected and add that result to each adjacent cell value that hasnot been selected. In this case, the cell above the selected cell valuehas already been selected thus there are only three adjacent cellvalues. Accordingly, the gaming system divides the selected cell valueof 450 by the number three and adds the result to each of the adjacentcell values. Thus the gaming system adds 150 to cell L, adds 150 to thecell J and adds 150 to the value in cell O. As seen, the distributionaccording to the predefined rule results in the display of new values of250, 175, and 450 in the cells J, O and L respectively. The gamingsystem displays a suitable message such as message 82 of, “YOU SELECTEDTHE VALUE 450. A PORTION OF THE VALUE OF 450 HAS BEEN DISTRIBUTED TOEACH ADJACENT VALUE. YOU HAVE TWO SELECTIONS REMAINING.”

FIG. 4D illustrates the result of the player selecting the value 600 incell P. As seen, the selection of the value 600 causes the gaming systemto mask cell P to indicate the value 600 has been selected and to changethe number of selections displayed in the selection remaining display 64to one. The gaming system displays the result of the distribution of aportion of the selected value 600 to each of the cell values adjacentthe selected cell value according to the predefined rule, which requiresthe predefined rule to divide the selected cell value by the number ofadjacent cell values which have not been selected and add that result toeach adjacent cell value that has not been selected. In this case, thereis no cell below the selected cell value and no cell to the right of theselected cell value thus there are only two adjacent cell values.Accordingly, the gaming system divides the selected cell value of 600 bythe number two and adds the result of 300 to the values in cell L andcell O. As seen, the distribution of the selected cell value accordingto the predefined rule results in the display of new values of 750 and475 in the cells L and O respectively. The gaming system display asuitable message such as message 84 of, “YOU SELECTED THE VALUE 600. APORTION OF THE VALUE OF 600 HAS BEEN DISTRIBUTED TO EACH ADJACENTVALUE.”

FIG. 4E illustrates the last selection available to the player and theresult of the player making the last selection of the value of 500 incell B. The selection of the value 500 causes the gaming system to maskcell B to indicate the value of 500 has been selected and to change thenumber of selections displayed in the selection remaining display 64 tozero. The gaming system displays the result of the distribution of aportion of the selected value of 500 to each of the cell values adjacentthe selected cell value according to the predefined rule, which requiresthe gaming system to divide the selected cell value by the number ofadjacent cell values which have not been selected and add that result toeach adjacent cell value that has not been selected. In this case, thereis no cell value above the selected cell value thus there are only threeadjacent cell values. Accordingly, the gaming system divides theselected cell value of 500 by the number three and adds the result tovalues in cells A, C and F. Dividing the value of 500 by three does notresult in a whole number, thus the gaming system adds 167 to cell A andF, and adds 166 to cell C. As seen, the distribution according to thepredefined rule results in the display of new values of 192, 467, and516 in cells A, F and C respectively. The gaming system displays asuitable message such as message 86 of, “YOU SELECTED THE VALUE 500. APORTION OF THE VALUE OF 500 HAS BEEN DISTRIBUTED TO EACH ADJACENT VALUE.YOU HAVE NO SELECTIONS REMAINING.”

FIG. 4F illustrates the gaming system randomly picking one of theplurality of remaining displayed values which have not been selected toprovide an award to the player. In this game, there are twelve remainingdisplayed values which have not been selected. The gaming systemrandomly picks the value of 516. The gaming system provides an award tothe player of 516 credits and a message 88 of, “THE VALUE OF 516 WASRANDOMLY PICKED FROM THE REMAINING VALUES. CONGRATULATIONS! YOU WIN ANAWARD OF 516 CREDITS.”

Referring now to FIGS. 5A to 5F, in this example, the gaming systemdisplays the same arrangement 60 of values 62 and enables the player tomake a selection of four of the displayed values. In the exampleillustrated by FIGS. 5A to 5F, however, the player employs a differentstrategy from both the example illustrated in FIGS. 3A to 3F and theexample illustrated in FIGS. 4A to 4F. Here the player selects values inan attempt to create the largest possible value from the remainingvalues from which the gaming system will randomly pick to provide anaward. That is, the player is attempting to create one large value.

FIG. 5A illustrates the gaming system displaying on display device 16,18 the arrangement 60 of player selectable values 62. The displayedarrangement 60 of values 62 is a matrix having four rows and fourcolumns. The intersection of each row and each column defines individualcells A to P. Each displayed value is associated with one of theindividual cells A to P. The gaming system also displays a number ofselections of values the player is able to make in the game, as seen bythe selections remaining display 64 in the lower left hand corner of thedisplay device 16, 18. The gaming system also displays a suitable visualmessage to begin the game, such as message 90 of, “PLEASE SELECT A FIRSTVALUE. YOU WILL BE ABLE TO SEQUENTIALLY SELECT A TOTAL OF FOUR VALUES.FOR EACH SELECTION, A PORTION OF THE SELECTED VALUE WILL BE DISTRIBUTEDTO EACH ADJACENT VALUE.”

FIG. 5B illustrates the result of the player selecting the value 500 incell B. The result of selecting the value 500 causes the gaming systemto mask cell B to indicate the value 500 has been selected and to changethe number of selections displayed in the selections remaining display64 to three, indicating the player has only three selections remainingin the game. The gaming system also displays the result of thedistribution of a portion of the selected value 500 to each of cellvalues adjacent to the selected cell value according to the predefinedrule, which requires the gaming system to divide the selected cell valueby the number of adjacent cell values which have not been selected andadd that result to each of the adjacent cell values. The adjacent cellsare each cell to the left and right of the selected cell value and eachcell value above and below the selected cell value. In this case, thereare three adjacent cell values. Accordingly, the gaming system dividesthe selected cell value of 500 by the number three and adds the resultto each of the adjacent cell values. Dividing the value of 500 by threedoes not result in a whole number, thus the gaming system adds 167 tovalue in cell C, adds 167 to the value in cell F, and adds 166 to thevalue in cell A. As seen, the distribution according to the predefinedrule results in the display of new values of 191, 217, and 267 in cellsA, F and C respectively. The gaming system displays a suitable messagesuch as message 92 of, “YOU SELECTED THE VALUE 500. A PORTION OF THEVALUE OF 500 HAS BEEN DISTRIBUTED TO EACH ADJACENT VALUE. YOU HAVE THREESELECTIONS REMAINING.”

FIG. 5C illustrates the result of the player selecting the value 250 incell D The selection of the value 250 causes the gaming system to maskcell D to indicate the value 250 has been selected and to change thenumber of selections displayed in the selection remaining display 64 totwo. The gaming system displays the result of the distribution of aportion of the selected value of 250 to each of the cell values adjacentthe selected cell value according to the predefined rule, which requiresthe gaming system to divide the selected cell value by the number ofadjacent cell values which have not been selected and add that result toeach adjacent cell value that has not been selected. In this case, thereis no cell above the selected cell value or to the right of the selectedcell value. Accordingly, the gaming system divides the selected cellvalue of 250 by the number two and adds the result of 125 to each of theadjacent cell values. As seen, the distribution according to thepredefined rule results in the display of new values of 392 and 165 incells C and H respectively. The gaming system displays a suitablemessage such as message 94 of, “YOU SELECTED THE VALUE 250. A PORTION OFTHE VALUE OF 250 HAS BEEN DISTRIBUTED TO EACH ADJACENT VALUE. YOU HAVETWO SELECTIONS REMAINING.”

FIG. 5D illustrates the result of the player selecting the value 392 incell C. The selection of the value 392 causes the gaming system to maskcell C to indicate the value 392 has been selected and to change thenumber of selections displayed in the selection remaining display toone. The gaming system displays the result of the distribution of aportion of the selected value of 392 to each of the cell values adjacentthe selected cell value according to the predefined rule, which requiresthe gaming system to divide the selected cell value by the number ofadjacent cell values which have not been selected and add that result toeach adjacent cell value that has not been selected. In this case, thereis no cell above the selected cell value and the cells to the left andright of the selected cell value have already been selected, thus thereis only one adjacent cell value. Accordingly, the gaming system dividesthe selected cell value of 392 by the number one and adds the result of392 to value in the only adjacent cell G. As seen, the distribution ofthe selected cell value according to the predefined rule results in thedisplay of a new value of 1392 in cell G. The gaming system displays asuitable message such as message 96 of, “YOU SELECTED THE VALUE 392. APORTION OF THE VALUE OF 392 HAS BEEN DISTRIBUTED TO EACH ADJACENT VALUE.YOU HAVE ONE SELECTION REMAINING.”

FIG. 5E illustrates the last selection available to the player and theresult of the player making the last selection of the value of 165 incell H. Here the player knew that there was only one cell adjacent tothe 165 value so half of the 165 value would be distributed to theadjacent cells and therefore be the best strategy for creating thelargest remaining value. The selection of the value 165 causes thegaming system to mask cell H to indicate the value of 165 has beenselected and to change the number of selections displayed in theselection remaining display 64 to zero. The gaming system displays theresult of the distribution of a portion of the selected value of 165 toeach of the cell values adjacent the selected cell value according tothe predefined rue, which requires the gaming system to divide theselected cell value by the number of adjacent cell values which have notbeen selected and add that result to each adjacent cell value that hasnot been selected. In this case, there is no cell value to the right ofthe selected cell value and the cell value above the selected cell valuehas already been selected, thus there are only two adjacent cell values.Accordingly, the gaming system divides the selected cell value of 165 bythe number two and adds the result to each of the adjacent cell values.Dividing the value of 165 by two does not result in a whole number, thusthe gaming system adds 82 to cell L, and adds 83 to the cell G. As seen,the distribution according to the predefined rule results in the displayof new values of 1475 and 382 in cells G and L respectively. The gamingsystem displays a suitable message such as message 98 of, “YOU SELECTEDTHE VALUE 165. A PORTION OF THE VALUE OF 165 HAS BEEN DISTRIBUTED TOEACH ADJACENT VALUE. YOU HAVE NO SELECTIONS REMAINING.”

FIG. 5F illustrates the gaming system randomly picking one of theplurality of remaining displayed values which have not been selected toprovide an award to the player. As seen, in this game there are twelveremaining displayed values which have not been selected. The gamingsystem randomly picks the value of 1475. The gaming system provides anaward to the player of 1475 credits and a message 100 of, “THE VALUE OF1475 WAS RANDOMLY PICKED FROM THE REMAINING VALUES. CONGRATULATIONS! YOUWIN AN AWARD OF 1475 CREDITS.”

It should be appreciated that in various example embodiments, the gamingsystem does not allow a player to select a value in which each of thevalues adjacent to that value have already been selected. For example,in the arrangement 60 illustrated in FIGS. 3A to 3F, 4A to 4F, and 5A to5F above, if a player has selected the value in cell B and selected thevalue in cell E, the gaming system does not allow the player to selectthe value in cell A because the two adjacent values (i.e, the values incells B and E) have already been selected. In various other embodiments,the gaming system enables the player to select a value in which each ofthe values adjacent to that value have already been selected. In onesuch embodiment, if the player selects the value in which each of thevalues adjacent to that value have already been selected, the gamingsystem provides the player with an award based at least in part on thevalue of that value. In another such embodiment, the gaming systemdistributes at least a portion of the selected value to one or more ofthe other values which have not been selected according to one of thepredefined rules as described in more detail below.

Table 102 of FIG. 6A shows average and standard deviation for the twelveremaining values displayed for each of the example games discussedabove. In Example game 3, the player employed a strategy of selectingvalues in an attempt to achieve the largest possible remaining valuefrom which the gaming system picks an award. This strategy allowed theplayer to take a greater risk, as illustrated by the large standarddeviation of 399 shown in Table 102. In Example game 1, the playerattempted to remove the all of the smallest values to reduce the chanceof obtaining a smaller award. This strategy enabled the player to takeless risk than example game 1, as illustrated by the lower standarddeviation of 280 shown in Table 102 relative to Example game 3. InExample game 2, the player tried to select all of the largest values inan attempt to achieve the largest possible average award. Applying thisstrategy, the player took the least amount of risk, as illustrated byTable 102, which shows the player achieving the lowest standarddeviation of 204 among the three Example games.

Despite the different strategies employed by the player in each examplegame, the average (i.e., the average expected payout) of each game isthe same. However, as discussed above, the standard deviation (which isa measurement of volatility) for each game is radically different. Thus,it should be appreciated that the gaming system of the present inventionenables the player to successfully control the volatility in eachexample game by employing different selection strategies. This abilityto control volatility enhances the player's enjoyment and increases theplayer's excitement.

FIGS. 7A to 7F illustrate another embodiment of the present disclosure.In this embodiment, the gaming system provides a game that initiallydisplays an arrangement 104 of player selectable cells A to P. Each ofthe cells are associated with a value that is initially hidden from theplayer's view. The gaming system provides the player with a determinednumber of cell selections. For each cell selection, a portion of thevalue associated with the cell is distributed to the cells adjacent tothe selected cell according to a predefined rule. The gaming system alsodetermines and provides an award for each selection of a cell based inpart on the selected cell value and the result of the predefined rule.

FIG. 7A illustrates the gaming system displaying on the display device16, 18 an arrangement 104 of player selectable cells A to P. Thedisplayed arrangement 104 of cells is a matrix having four rows and fourcolumns. The intersection of each row and each column defines theselectable cells A to P and each selectable cell is associated with aparticular value. The value associated with each selectable cell A to Pis not displayed. The gaming system displays the number of cellselections the player is able to make in the game, as seen by theselections remaining display 106 in the lower left hand corner of thedisplay device 16, 18. The gaming system also displays a total award wondisplay 108 below the selections remaining display 86 in the lower lefthand corner and to display a suitable visual message to the player toselect a cell, such as message 110 of, “PLEASE SELECT A CELL. YOU WILLBE ABLE TO SEQUENTIALLY SELECT FOUR CELLS. A PORTION OF THE VALUEASSOCIATED WITH THE FIRST SELECTED CELL WILL BE DISTRIBUTED TO EACHADJACENT CELL AND A PORTION OF THE VALUE WILL BE PROVIDED TO YOU AS ANAWARD.”

FIG. 7B illustrates the result of the player selecting cell D. Theselection of cell D causes the gaming system to mask cell D to indicatethe cell has been selected and to change the number of selectionsdisplayed in the selections remaining display 106 to three, indicatingthe player has only three selections remaining in the game. The gamingsystem also displays the result of the distribution of a portion of thevalue associated with the selected cell in each of cells adjacent to theselected cell according to a predefined rule, which requires the gamingsystem to divide the value associated with the selected cell by twotimes the number of adjacent cell values which have not been selectedand causes that result to be displayed in each of the adjacent cellvalues. In this case, there are two adjacent cells, one cell to the leftand one cell below the selected cell, and the value associated with thecell is 250. Accordingly, the gaming system divides the value of 250 bythe number four (i.e., two times the two adjacent cells) and displaysthe result of 63 in each of the adjacent cells. The gaming system alsodetermines an award based in part on the predefined rule and providesthe determined award to the player. That is, the gaming system dividesthe value of 250 by two and provides an award of 125 credits, asindicated by the total award won display 108. The gaming system displaysa suitable message such as message 112, “YOU SELECTED CELL D. A PORTIONOF THE VALUE OF 250 ASSOCIATED WITH CELL D HAS BEEN DISTRIBUTED TO EACHADJACENT CELL. YOU WIN AN AWARD OF 125 ADDITIONAL CREDITS. YOU HAVETHREE SELECTIONS REMAINING.”

The player is now faced with an interesting decision. If the playerselects the cell with the value 63 displayed, the gaming system willprovide an award of 63 plus at least a portion of the value associatedwith the cell in which the value 63 is displayed. As illustrated in FIG.7C, however, the player decides to select a different cell.

FIG. 7C illustrates the result of the player selecting cell G. Theselection of this cell causes the gaming system to mask cell G toindicate the cell has been selected and to change the number ofselections displayed in the selections remaining display 106 to two,indicating the player has only two selections remaining in the game. Foreach cell adjacent to the selected cell which does not display a value,the gaming system distributes a portion of the value associated with theselected cell to each adjacent cell which has not been selectedaccording to the predefined rule, and displays the value resulting fromthe distribution in each of the adjacent cells. In this case, there aretwo adjacent cells which do not display a value (i.e., cell K and cellF, as seen in FIG. 7B), and the value associated with the selected cellis 1000. Accordingly, the gaming system divides the cell value of 1000by eight (two times the four adjacent cells) and displays the result of125 in each of the adjacent cells that did not display a value. Thegaming system also determines an award based in part on the predefinedrule and provides the determined award. That is, the gaming systemdivides the value of 1000 by two and provides an award of 500 to theplayer. The gaming system adds the award of 500 to the previous awardprovided of 125 for a total award of 625, as indicated by the totalaward won display 108.

For each cell adjacent to the selected cell which displays a value, thegaming system distributes a portion of the value associated with theselected cell to the displayed value according to the predefined ruleand displays the value resulting from the distribution. Here, the playerselected a cell with two adjacent cells that display a value (i.e., cellC displayed the value 63 and cell K displayed the value 62, as seen inFIG. 7B). In this case, there are four cells adjacent to the selectedcell which have not been selected and the value associated with the cellis 1000. Accordingly, the gaming system divides the cell value of 1000by eight (two times the four adjacent cell values) to result in 125. Thegaming system adds the value of 125 to the displayed values of 63 and 62to result in 188 and 187 respectively. The gaming system displays thevalues of 188 and 187 in the adjacent cells and adds the value of 125 tothe displayed value of 63 and the displayed value of 62. The gamingsystem displays a suitable message 114 of, “YOU SELECTED CELL G. APORTION OF THE VALUE ASSOCIATED WITH CELL G HAS BEEN DISTRIBUTED TO EACHADJACENT CELL. YOU WIN AN AWARD OF 500 ADDITIONAL CREDITS. YOU HAVE TWOSELECTIONS REMAINING.”

At this point, the gaming system offers the player another interestingdecision. If the player selects the cell with the displayed value of188+?, the player knows the gaming system will provide an award of atleast 94. As illustrated in FIG. 7D, the player instead decides toselect the cell to the left of the cell with the displayed value of188+?, which is defined by the intersection of the second column and thefirst row and does not display a value.

FIG. 7D illustrates the result of the player selecting cell B. Theselection of cell B causes the gaming system to mask cell B to indicatethe cell has been selected and to change the number of selectionsdisplayed in the selections remaining display 106 to one, indicating theplayer has only one selection remaining in the game. For each celladjacent to the selected cell which does not display a value, the gamingsystem distributes a portion of the value associated with the selectedcell to each adjacent cell which has not been selected according to thepredefined rule, and displays the value resulting from the distributionin each of the adjacent cells. In this case, there is only one celladjacent to the selected cell which does not display a value (i.e., cellB, as seen in FIG. 7C), and the value associated with the selected cellis 500. Accordingly, the gaming system divides the cell value of 500 bysix (two times the three adjacent cells) and displayed the result of 84(rounded since the result was not a whole number) in the adjacent cellthat did not display a value. The gaming system also determines an awardbased in part on the predefined rule and provides the determined award.That is, the gaming system divides the value of 500 by two and providesthe award of 250 to the player. The gaming system adds this award of 250to the previous total award of 625 for a new total award of 875, asindicated by the total award won display 1088.

For each cell adjacent to the selected cell which displays a value, thegaming system distributes a portion of the value associated with theselected cell to the displayed value according to the predefined ruleand displays the value resulting from the distribution. Here, the playerselects a cell with two adjacent cells that display a value (i.e., cellF displays the value 125 and cell C displays the value 62, as seen inFIG. 7C). In this case, there are three cells adjacent to the selectedcell which have not been selected and the value associated with theselected cell is 500. Accordingly, the gaming system divides the cellvalue of 500 by six (two times the three adjacent cell values) to resultin 83. The gaming system adds the value of 83 to the displayed values of188 and 125 to result in 271 and 208. The gaming system displays thevalues of 271 and 208 in the adjacent cells. The gaming system displaysa suitable message 116 of, “YOU SELECTED CELL B. CELL B IS ASSOCIATEDWITH A VALUE OF 500. A PORTION OF THE VALUE OF 500 HAS BEEN DISTRIBUTEDTO EACH ADJACENT CELL. YOU WIN AN AWARD OF 250 ADDITIONAL CREDITS. YOUHAVE ONE SELECTION REMAINING.”

At this point, the displayed matrix includes a cell wherein each celladjacent to the cell has already been selected by the player. That is,cells B and D adjacent to cell C have already been selected, as seen inFIG. 7D. The player is thus provided with another interesting decision.If the player selects cell C, the player knows that because cells B andD have already been selected that the gaming system will provide anaward of at least 271 plus whatever value is associated with cell C. Inthis example, the player decides to select cell C.

FIG. 7E illustrates the result of the player selecting this cell. Theplayer selects cell C and the value associated with the cell is 100.Because there are no cells adjacent to the selected cell C which havenot been selected, the gaming system does not make a distribution.Instead, the gaming system provides an award of 271 plus the valueassociated with the cell of 100 for a total award of 371. The gamingsystem adds this award of 371 to the previous award total of 875 for anew total award of 1246, as indicated by the total award won display108. The gaming system displays a message 92 of “YOU SELECTED CELL C.THE VALUE ASSOCIATED WITH CELL C IS 100. THE VALUE OF 100 HAS BEEN ADDEDTO THE VALUE OF 271 DISPLAYED IN CELL C. CONGRATULATIONS! YOU WIN ANAWARD OF 371 ADDITIONAL CREDITS. YOUR TOTAL AWARD IS 1246 CREDITS.”

It should be appreciated that in various alternative embodiments, thedisplayed arrangement of values or cells could be any suitablearrangement such as a circle, a wheel, a triangle, a hexagon, ahoneycomb, a checkered pattern, any tessellation, or any suitablepolygonal shape. In various embodiments, the displayed arrangement ispredetermined, randomly determined, determined based on the player'sstatus (such as determined through a player tracking system), determinedbased on a generated symbol or symbol combination, determined based on arandom determination by the central controller, determined based on arandom determination at the gaming device, determined based on one ormore side wagers placed, determined based on the player's primary gamewager, determined based on time (such as the time of day), determinedbased on an amount of coin-in accumulated in one or more pools ordetermined based on any other suitable method or criteria. In oneembodiment, the gaming system enables the player to select the displayedarrangement.

It should be appreciated that in various embodiments, the number ofdisplayed cells could be any suitable number of cells. In an embodiment,the number of displayed cells is predetermined, randomly determined,determined based on the player's status (such as determined through aplayer tracking system), determined based on a generated symbol orsymbol combination, determined based on a random determination by thecentral controller, determined based on a random determination at thegaming device, determined based on one or more side wagers placed,determined based on the player's primary game wager, determined based ontime (such as the time of day), determined based on an amount of coin-inaccumulated in one or more pools or determined based on any othersuitable method or criteria. In one embodiment, the gaming systemenables the player to select the number of cells.

It should further be appreciated that the determination of which valuesare associated with each of the cells could be determined in anysuitable manner which enables the gaming system to distribute a portionof a selected value or cell to other values or cells. In an embodiment,the determination of which values are associated with which cells ispredetermined, randomly determined, determined based on the player'sstatus (such as determined through a player tracking system), determinedbased on a generated symbol or symbol combination, determined based on arandom determination by the central controller, determined based on arandom determination at the gaming device, determined based on one ormore side wagers placed, determined based on the player's primary gamewager, determined based on time (such as the time of day), determinedbased on an amount of coin-in accumulated in one or more pools ordetermined based on any other suitable method or criteria.

It should be appreciated that the predefined rule could be any suitablerule or set of rules which require the gaming system to distribute atleast a portion of a selected value, or value associated with a cell, toany suitable number of other values or cells. In one embodiment, thepredefined rule requires the gaming system to distribute an entireselected value to other values or cells. In another embodiment, thepredetermined rule requires the gaming system to distribute anypercentage or multiplier of the selected value to other values or cells.In another embodiment, the predetermined rule requires the gaming systemto randomly determine an amount of the selected cell that will bedistributed to other values or cells.

In various alternative embodiments, the predetermined rule requires thegaming system to distribute any portion of the selected value to anysuitable number of the other values or cells rather than to each of theadjacent values or cells. For example, the predefined rule could requirethe gaming system to distribute any portion of the selected value orcell value to the value(s) or cell(s): (i) to the left of the selectedvalue or cell; (ii) to the right of the selected value or cell; (iii)above the selected value or cell; (iv) below the selected value or cell;(v) above and below the selected value or cell; (vi) to the right andleft of the selected cell value or cell; (vii) to one or more of thecells or cell values which are directly diagonal to the selected cell orvalue; (viii) any cell which is a predetermined number of cells to theleft or right of the selected cell or value; (ix) any cell which is apredetermined number of cells above and below the selected cell orvalue; (x) to a predetermined number of columns and/or rows; (xi) toeach cell above, below, left, right and diagonal to the selected cell;(xii) to each cell that has not been selected; (xiii) to a randomlydetermined number of cells; (xiv) to any number of cells which form aparticular pattern or shape such as a triangle, square, rectangle,circle or any other suitable polygon; or (xv) any suitable combinationthereof. In an alternative embodiment, the gaming system enables theplayer to select the cell or cells in which to distribute any portion ofthe selected value.

In various other embodiments, in addition to associating a value witheach cell, the gaming system associates an attribute or designated eventwith one or more of the cells. If a value associated with a selectedcell is distributed to a cell associated with a designated event, thegaming system causes the designated event to occur. In one embodiment,the designated event causes the gaming system to automaticallydistribute the entire value associated with the cell associated with thedesignated event to other cells as if the cell with the designated eventwas the cell that was selected by a player. For example, if a playerselects cell A and cell A is adjacent to cell B (which is associatedwith a designated event) the gaming system distributes at least aportion of the value associated with cell A to cell B and causes thedesignated event to occur. In another embodiment, instead ofdistributing at least a portion of the value associated with the cellhaving the designated event, the designated event causes the gamingsystem to distribute at least a portion of the value associated with thecell that was selected to cells adjacent to the cell associated with thedesignated event. For example, if a player selects cell A and cell A isadjacent to cell B (which is associated with a designated event) thegaming system distributes at least a portion of the value of cell A toeach cell adjacent to cell B. That is, if a player selects cell A,instead of distributing at least a portion of the value associated withcell B, the gaming system causes at least a portion of the value of cellA to be distributed to each cell adjacent to cell B. Thus, the valueassociated with cell B remains the same. It should be appreciated thatin various embodiments in which one or more cells are associated with adesignated event, the designated event causes the gaming system to makemultiple distributions, (i.e., a chain reaction of distributions). Forexample, if the gaming system distributes a portion of a selected valueto a cell with a first designated event, the first designated eventcauses the gaming system to distribute a portion of the value associatedwith the cell having the first designated event to another cell having asecond designated event. The second designated event causes the gamingsystem to distribute a portion of the value associated with the cellhaving the second designated event to another cell, etc.

It should be appreciated that while the above illustrated embodimentshows one value associated with each cell, in alternative embodimentsone or more of the cells can be associated with a plurality of valuesand/or a plurality of awards. If a player selects such a cell, thegaming system can distribute the values or awards to the same cells orto different cells which have not been selected.

In one such embodiment, the gaming system associates one or more cellswith a plurality of values that are the same. In one embodiment, if theplayer selects a cell with a plurality of values that are the same, thegaming system distributes at least a portion of one of the plurality ofvalues to each adjacent cell that has not been selected. In anotherembodiment, the gaming system distributes at least a portion of each ofthe plurality of same values to each adjacent cell that has not beenselected.

In another such embodiment, the gaming system associates one or morecells with a plurality of different values. In one embodiment, if theplayer selects a cell with a plurality of different values, the gamingsystem distributes at least a portion of one of the plurality ofdifferent values to each adjacent cell that has not been selected. Thegaming system randomly determines which one of the plurality ofdifferent values to distribute. In another embodiment, the gaming systemdistributes at least a portion of each of the plurality of differentvalues associated with that cell to each adjacent cell that has not beenselected.

In another such embodiment, the gaming system associates one or morecells with a plurality of awards, such as a number of free activations,a bonus game opportunity, or physical prizes. In an embodiment, theplurality of awards are the same. In one embodiment, if the playerselects a cell with a plurality of the same awards, the gaming systemdistributes one of the plurality of same awards to each adjacent cellthat has not been selected. In another embodiment, the gaming systemdistributes each of the plurality of same awards to each adjacent cellthat has not been selected.

In another such embodiment, the gaming system associates one or morecells with a plurality of different awards. In an embodiment, if theplayer selects a cell with a plurality of different awards, the gamingsystem distributes one of the plurality of different awards to eachadjacent cell which has not been selected. The gaming system randomlydetermines which one of the plurality of different awards to distribute.In different embodiments, if the player selects a cell with a pluralityof different awards, the gaming system distributes each of the pluralityof different awards to each adjacent cell that has not been selected.

In various other embodiments, the gaming system associates one or morecells with at least one award (such as a number of free activations, abonus game opportunity, or physical prizes) and with at least one value.It should be appreciated that in these embodiments, if a player selectsa cell associated with the at least one award and at least one value,the gaming system could distribute the awards or values in any mannerdescribed above.

In other such embodiments, the gaming system associates at least oneaward with one or more cells and determines whether any of the adjacentcells include the same award type as the at least one award associatedwith the cell that was selected. If the gaming system determines thatany of the adjacent cells includes the same award type as the at leastone award associated with the selected cell, the gaming systemdistributes the at least one award to those cells. For example, if aplayer selects cell A and cell A is associated with an award of a numberof free activations and the gaming system determines that cell B (whichis adjacent to cell A) is also associated with an award of a number offree activations, then the gaming system distributes or adds the numberof free activations of cell A to the number of free activations of cellB. It should be appreciated that in various embodiments, the gamingsystem determines a plurality of adjacent cells are associated with thesame award type as the at least one award associated with the selectedcell. For example, if a player selects cell A and cell A is associatedwith an award of 10 free activations and the gaming system determinesthat cell B and cell E (which are both adjacent to cell A) are eachassociated with an award of a number of free activations, then thegaming system distributes or adds the number of free activations of cellA to the number of free activations of cell B and to the number of freeactivations of cell E. It should be appreciated that in variousembodiments, the gaming system distributes only a portion of the atleast one award associated with the selected cell to one or moreadjacent cells associated with the same award type. For example, if aplayer selects cell A and cell A is associated with an award of 10 freeactivations, the gaming system distributes only a portion of the 10 freeactivations (such as 5 free activations) to one or more adjacent cellswith the same award type.

In various alternative embodiments, the gaming system may provide anaward in any suitable manner. In one embodiment, instead of the gamingsystem randomly picking one of the remaining values after the playermakes the defined number of selections and providing an award based onthe picked value, the gaming system randomly picks a plurality of theremaining values that have not been selected and provides an award tothe player based on the plurality of randomly picked values. In anotherembodiment, instead of randomly picking a value from the remainingvalues after the player makes the defined number of selections, thegaming system randomly picks any number of the displayed values afterany number of selections made by the player. In one such embodiment, thegaming system randomly selects any number of the values that have notbeen selected after: (i) each player selection (ii) each gaming systemselection; or (iii) after each player and each gaming system selection,and provides an award to the player based on each random selection. Itshould be appreciated that any of the awards provided in any embodimentdisclosed herein can be any suitable award such as: (i) a number ofcredits; (ii) a number of free games; (iii) a number of activations orplay of a bonus game; (iv) a number of selections for a game; (v) playertracking points; (vi) money, or (vii) any combination thereof.

In another embodiment, the gaming system provides a player with anysuitable number of selections of values, or selections of cellsassociated with values, instead of the four selections, as illustratedand described in the above embodiments. In various embodiments, thenumber of selections a player is able to make is predetermined, randomlydetermined, determined based on the player's status (such as determinedthrough a player tracking system), determined based on a generatedsymbol or symbol combination, determined based on a random determinationby the central controller, determined based on a random determination atthe gaming device, determined based on one or more side wagers placed,determined based on the player's primary game wager, determined based ontime (such as the time of day), determined based on an amount of coin-inaccumulated in one or more pools or determined based on any othersuitable method or criteria.

In another embodiment, instead of the player selecting all of thedisplayed values in the arrangement, both the gaming system and theplayer select a designated number of the displayed values. In one suchembodiment, the gaming system may select half of the defined number ofvalue or cell selections and the player may select the other half of thedefined number of value or cell selections. In various embodiments, thedetermination of the number of values or cells selected by both thegaming system and the player is predetermined, randomly determined,determined based on the player's status (such as determined through aplayer tracking system), determined based on a generated symbol orsymbol combination, determined based on a random determination by thecentral controller, determined based on a random determination at thegaming device, determined based on one or more side wagers placed,determined based on the player's primary game wager, determined based ontime (such as the time of day), determined based on an amount of coin-inaccumulated in one or more pools or determined based on any othersuitable method or criteria.

In another embodiment, the gaming system selects each of the displayedvalues in the arrangement. In one such embodiment, the gaming systemdisplays a wheel arrangement in which the wheel is divided into apredetermined number of sections or cells. Each section or cell on thewheel is associated with a value. The gaming system provides the playerwith a designated number of spins on the wheel. For each spin of thewheel, the gaming system randomly determines a section or cell of thewheel to indicate, and stops the wheel from spinning to indicate thatsection or cell. At least a portion of the value associated with theindicated section or cell of the wheel is distributed to a plurality ofthe other values which have not been selected or indicated according toa predefined rule, which requires the gaming system to distribute aportion of the selected value to each of the values associated with theadjacent sections or cells of the wheel. In one embodiment, for eachspin of the wheel, the gaming system also provides an award to theplayer based at least in part on the value associated with the wheel andaccording to the predefined rule. After the player spins the wheel thepredetermined number of times, the gaming system randomly picks at leastone of the remaining values of the wheel which have not been indicatedand provides an award to the player based at least in part on the atleast one randomly picked value.

In one such embodiment in which the gaming system selects each of thevalues displayed on a wheel, at least one of the sections of the wheelincludes a progressive award. If the gaming system spins the wheel andindicates the section of the wheel associated with the progressiveaward, the gaming system awards the player the progressive award. Atleast a portion of a reset value associated with the progressive awardis distributed to the values associated with each of the adjacentsections or cells of the wheel according to a predefined rule.

In various alternative embodiments, the gaming system enables a numberof players to play a game. In one such embodiment, the gaming systemdisplays a same arrangement of values to each player and enables adefined number of sequential selections of the values to be receivedfrom each of the players. Once a player selects one of the values, thatvalue is no longer available for selection. For each player selection ofa value, the gaming system distributes a portion of the selected valueto a designated number of the other values which have not been selected.After receiving the determined number of selections, the gaming systemrandomly picks one of the remaining values which have not been selected.The gaming system then determines an award based on the randomly pickedvalue and provides the award to each of the players.

In another such multi-player embodiment, the gaming system displays asame arrangement of values to each player and receives a defined numberof simultaneous selections of one of the values from each of theplayers. In this embodiment, each player can select the same value. Oncea value is selected, that value is no longer available for selection.For each player selection of a value, a portion of the selected value isdistributed to a designated number of the other values which have notbeen selected according to a predefined rule. After a designated numberof simultaneous player selections of one of the displayed values, thegaming system randomly picks one of the remaining values which have notbeen selected. The gaming system determines an award based on therandomly picked value and provides the award to each of the players.

In another multi-player embodiment, the gaming system displays anarrangement, or matrix, of a plurality of selectable values for eachgaming device, and determines an adjacency matrix for each displayedarrangement of player selectable values. The gaming system enables eachplayer to make a defined number of selections of values in theirrespective arrangement, or matrix. For example, the gaming systemreceives a selection of one of the selectable values of a first matrixof a first one of the gaming from a player. For each of a designatednumber of selectable values of the first matrix of the first gamingdevice, the gaming system distributes a portion of the selected valueaccording to a predefined rule. For each of a designated number ofselectable values of a second matrix of a second gaming device, thegaming system distributes a portion of the selected value according tothe predefined rule and the determination of the adjacency matrix. Afterreceiving a defined number of selections of values from each of thegaming devices, for each matrix of each gaming device, the gaming systemrandomly picks a designated number of the values of the that matrixwhich have not been selected, determines an award based on thedesignated number of randomly picked selections, and provides thedetermined award. It should be appreciated that while the aboveembodiment determines an award (or a plurality of awards) for eachplayer based on the value or values randomly selected on that respectiveplayer's matrix, in other embodiments, the gaming system randomlydetermines an award (or a plurality of awards) for each player based onthe value or values randomly selected on any of the other player'smatrices.

The gaming system determines the adjacency matrix by determining theorder in which each arrangement, or matrixes, of values will bedisplayed. For example, if the gaming system includes four gamingdevices, designated as gaming devices A, B, C and D, the gaming systemcould display the four different displayed arrangements in 24 differentorders. Thus, it should be appreciated that the number of differentpossible determinations for an adjacency matrix in an embodiment with Xnumber of gaming devices is equal to X factorial.

In one such embodiment with gaming devices designated as A, B, C and D,if the determination of the adjacency matrix is the order of A, C, D andB, then a selection of a value from the displayed arrangement of A isdistributed to the values in the displayed arrangement of C, and to thevalues in the displayed arrangement of B. The selection of a value fromthe arrangement of C is distributed to the values in the displayedarrangement of A and to the values in the displayed arrangement of D, .. . etc.

In various embodiments, the gaming system maintains a plurality ofprogressive awards. In one such embodiment, the gaming system displays aparticular arrangement of values wherein one or more of the values areprogressive award values. The gaming system enables a player to make adefined number of sequential selections of the values displayed in theparticular arrangement. For each player selection, the gaming systemdistributes at least a portion of the selected value to other valuesaccording to one or more predefined rules. After the defined number ofplayer selections of values, the gaming system randomly selects one ofthe remaining displayed values that have not been selected and providesan award to the player based on the randomly selected value.

In one such embodiment, the gaming system enables the player tosequentially select four of the displayed values, as illustrated byFIGS. 8A and 8B. Similar to the embodiment illustrated by the examplesof FIGS. 3A to 3F, 4A to 4F and 5A to 5F, in this embodiment, the gamingsystem displays on display device 16, 18 an arrangement 60 of playerselectable values 62. The displayed arrangement 60 is a matrix havingfour rows and four columns. The intersection of each row and each columndefines individual cells A to P. Each displayed value is associated withone of the individual cells A to P. Cells A, F, I, J, O and P are eachassociated with a progressive award value. The progressive award valuesassociated with cells A, F, I, J and O are also displayed in table 122,which illustrates a multi-level progressive configuration. Eachprogressive award value in the multi-level progressive configuration isassociated with one of the progressive award values displayed in thematrix. The gaming system also displays the number of selections ofvalues the player is able to make in the game, as seen by the selectionsremaining display 64 in the lower left hand corner of the display device16, 18. The gaming system also displays a suitable visual prompt, ormessage, to begin the game, such as message 120 of, “PLEASE SELECT AFIRST AWARD VALUE. YOU WILL BE ABLE TO SEQUENTIALLY SELECT A TOTAL OFFOUR AWARD VALUES. FOR EACH SELECTION OF AN AWARD VALUE, A PORTION OFTHE AWARD VALUE WILL BE DISTRIBUTED TO EACH ADJACENT AWARD VALUE.”

FIG. 8B illustrates the gaming system displaying the result of theplayer selecting the progressive award value of 40.24 associated withcell J. The selection of the value 40.24 causes the gaming system tomask cell J and to mask the progressive award value 40.24 and itsassociated level in Table 122 to indicate the value 40.24 has beenselected. The gaming system also changes the number of selectionsdisplayed in the selections remaining display 64 to three, indicatingthe player has only three selections left in the game. The gaming systemalso displays the result of the distribution of a portion of theselected progressive award value of 40.24 to each of the cell valuesadjacent to the selected cell value according to a predefined rule,which requires the gaming system to divide the selected cell value bythe number of adjacent cell values and add that result to each adjacentcell value. The adjacent cells values are each cell to the left andright of the selected cell value and each cell value above and below theselected cell value. Accordingly, the gaming system divides the selectedcell value of 40.24 by the number four, and adds that result to each ofthe adjacent cell values of F, K, N, and I. The value of 40.24 dividedby four results in 10.06, thus the gaming system adds 10.06 to the fourcell values adjacent the selected cell value. As seen, the distributionaccording to the predefined rule results in the display of new values of110.22, 210.06, 410.06, 100,010.09 in cells F, K, N and I respectively.The gaming system displays a suitable message such as message 124 of,“YOU SELECTED THE PROGRESSIVE AWARD VALUE 40.24. A PORTION OF THEPROGRESSIVE AWARD VALUE OF 40.24 HAS BEEN DISTRIBUTED TO EACH ADJACENTAWARD VALUE. YOU HAVE THREE SELECTIONS REMAINING.”

The gaming system then enables the player to make three additional awardvalue selections and proceeds in the same manner as in the embodimentillustrated by the examples of FIGS. 3A to 3F, 4A to 4F and 5A to 5F.That is, after the player makes the fourth and final value selection,the gaming system randomly selects one of the remaining displayed valuesthat have not been selected and provides an award to the player based onthe randomly selected value.

In another embodiment, the gaming system displays a particulararrangement of values wherein each of the displayed values areprogressive award values, as illustrated by FIGS. 9A to 9B. Similar tothe embodiment illustrated by the examples of FIGS. 3A to 3F, 4A to 4Fand 5A to 5F, and 8A to 8F, in this embodiment, the gaming systemdisplays on display device 16, 18 an arrangement 60 of player selectablevalues 62. Here each of the player selectable values 62 are progressiveaward values. The displayed arrangement 60 is a matrix having four rowsand four columns. The intersection of each row and each column definesindividual cells A to P. Each displayed progressive award value isassociated with one of the individual cells A to P. The progressiveaward values associated with cells A to P are also displayed in a table123, which illustrates a multi-level progressive configuration. Eachprogressive award value in the multi-level progressive configuration isassociated with one of the progressive award values displayed in thematrix. The gaming system also displays the number of selections ofprogressive award values the player is able to make in the game, as seenby the selections remaining display 64 in the lower left hand corner ofthe display device 16, 18. The gaming system also displays a suitablevisual prompt, or message, to begin the game, such as message 126 of,“PLEASE SELECT A FIRST PROGRESSIVE AWARD VALUE. YOU WILL BE ABLE TOSEQUENTIALLY SELECT A TOTAL OF FOUR PROGRESSIVE AWARD VALUES. FOR EACHSELECTION OF A PROGRESSIVE AWARD VALUE, A PORTION OF THE SELECTEDPROGRESSIVE AWARD VALUE WILL BE DISTRIBUTED TO EACH ADJACENT PROGRESSIVEAWARD VALUE.”

FIG. 9B illustrates the gaming system displaying the result of theplayer selecting the progressive award value #5 of 40.24 in cell J. Theselection of the value 40.24 causes the gaming system to mask cell J toindicate the value 40.24 has been selected and to change the number ofselections displayed in the selections remaining display 64 to three,indicating the player has only three selections left in the game. Uponselection of the progressive award value #5 of 40.24 in cell J, thegaming system causes the progressive award value #5 associated withcells B, G and P to be reset to a value of 40.00. The gaming system alsodisplays the result of the distribution of a portion of the selectedprogressive award value of 40.24 to each of cell values adjacent to theselected cell value according to a predefined rule, which requires thegaming system to divide the selected cell value by the number ofadjacent cell values and add that result to each of the adjacent cellvalues. The adjacent cell values are each cell value to the left andright of the selected cell value and each cell value above and below theselected cell value.

Accordingly, the gaming system divides the selected cell value of 40.24by the number four, and adds that result to each of the adjacent cellvalues of F, K, N, and I. The value of 40.24 divided by four results in10.06. In this case, there are two progressive award values associatedwith level #6 of 20.50 that are displayed in the matrix, i.e., thevalues associated with cells N and I. Accordingly, the gaming systemadds 10.06 to the adjacent progressive award value associated with cellN to result in a value of 30.56, which causes the gaming system to alsoadd 10.06 more to the progressive award value #6 associated with each ofcells A, D, I, and L. The gaming system also adds 10.06 to the otheradjacent progressive award value #6 associated with cell I (which is nowa value of 30.56) to result in a value of 40.62, which causes the gamingsystem to also add 10.06 to the progressive award value #6 associatedwith each of cells A, D, N and P.

The gaming system also adds 10.06 to the other adjacent progressiveaward values associated with cells F and K. Accordingly, the gamingsystem adds 10.06 to the adjacent progressive award value #3 associatedwith cell K to result in a value of 510.18, which causes the gamingsystem to also add 10.06 to the progressive award value #3 associatedwith cell E. The gaming system also adds 10.06 to the adjacentprogressive award value #4 associated with cell F to result in a valueof 110.22, which causes the gaming system to add 10.06 to theprogressive award value #4 associated with cells H and O.

Accordingly, the distribution according to the predefined rule resultsin the display of new values of 40.62, 40.62, 510.18, 110.22, 110.22,40.62, 510.18, 40.62 and 40.62 in cells A, D, E, F, H, I, K, L and Nrespectively. The gaming system displays a suitable message such asmessage 124 of, “YOU SELECTED THE PROGRESSIVE AWARD VALUE 40.24. APORTION OF THE PROGRESSIVE AWARD VALUE OF 40.24 HAS BEEN DISTRIBUTED TOEACH ADJACENT PROGRESSIVE AWARD VALUE. YOU HAVE THREE SELECTIONSREMAINING.”

The gaming system then enables the player to make three additionalprogressive award value selections and proceeds in the same manner asdiscussed above and in accordance with embodiment illustrated by theexamples of FIGS. 3A to 3F, 4A to 4F, 5A to 5F and 8A to 8B. That is,after the player makes the fourth progressive award value selection, thegaming system randomly selects one of the remaining displayedprogressive award values that have not been selected and provides anaward to the player based on the randomly selected progressive awardvalue.

General Progressive Distribution Embodiment

In one embodiment, instead of the gaming system displaying a pluralityof values in a matrix or in cells and enabling the player to select oneof the displayed values, the gaming system maintains a plurality ofprogressive awards in a multi-level progressive configuration. Upon asuitable progressive award bonus triggering event, the gaming systemenables a player to play for a first one of a plurality of progressiveawards in the bonus event. The gaming system then determines whether toadvance the player to play for a second subsequent award of a secondsubsequent progressive award level. If the gaming system determines thatthe player does not advance to play for a second subsequent progressiveaward of a second subsequent progressive award level (i.e., the gamingsystem determines to provide the player with the first one of theprogressive awards), the gaming system provides the first one of theprogressive awards to the player and the progressive award bonus eventends. If the gaming system determines that the player advances to playfor a second subsequent progressive award of a second subsequentprogressive award level (i.e., the gaming system determines not toprovide the first one of the progressive awards to the player), thegaming system distributes at least a portion of the value of the firstone of the progressive awards to one or more of the remainingprogressive awards as described in more detail below.

As mentioned above, in one embodiment, upon triggering the bonus event,one of the players at one of the gaming devices in the gaming system isselected to participate in the bonus event. In different embodiments,the player at one of the gaming devices selected to participate in thetriggered bonus event is predetermined, randomly determined, determinedbased on a player's status (determined through a suitable playertracking system), determined based on a random determination by thecentral controller, determined based on a random determination at thegaming device, determined based on one or more side wagers placed,determined based on the player's primary game wager, determined based ontime (such as the time of day) or determined based on any other suitablemethod or criteria.

In one embodiment, the triggered bonus event includes a bonus orsecondary game or sequence. In the triggered bonus event, the centralcontroller and/or gaming device processor determines which one of theprogressive awards of the MLP to provide to the player (as described inmore detail below) and provides the player the determined progressiveaward.

Referring to the flow chart of FIG. 10, in one embodiment, upon aprogressive award bonus triggering event, the gaming system enables aplayer to play for one of a plurality of progressive awards in amulti-level progressive configuration as indicated in block 130. In thebonus event, one of the plurality of progressive awards will be providedto the player and the bonus event is utilized to determine which one ofthe progressive awards to provide to the player. In the bonus event, thegaming system first selects one of a plurality of progressive awards asindicated in block 132. In one embodiment, the gaming system selects theprogressive award associated with the lowest level of the multi-levelprogressive configuration. In another embodiment, the gaming systemrandomly selects a progressive awards associated with any one of levelsof the multi-level progressive configuration.

The gaming system then determines whether to provide the selected one ofthe plurality of progressive awards to the player as indicated in block134. The gaming system then determines whether the selected one of theplurality of progressive awards was provided to the player as indicatedin block 136. If the determination is to provide the selected one of theplurality of progressive awards to the player, the gaming systemprovides the award to the player as indicated in block 138 and funds theaward of the multi-level progressive that was provided to the playerwith a set value or amount. The gaming system then terminates theprogressive award bonus event as indicated in block 140.

If the selected progressive award is not provided to the player, thegaming system distributes the selected one of the plurality ofprogressive awards to a plurality of the other progressive awards asindicated in block 142. In one embodiment, the gaming system distributesa portion of the selected one of the plurality of progressive awards toeach of the other progressive awards. In another embodiment, the gamingsystem distributes a portion of the selected one of the plurality ofprogressive awards to each of a plurality of the other progressiveawards (i.e., less than all of the other progressive awards). Forexample, in one embodiment, the gaming system distributes a portion ofthe selected one of the progressive awards only to the two highestlevels of the multi-level progressive configuration. In variousembodiments, the determination of which of the plurality of otherprogressive awards to distribute the portion of the selected one of theprogressive awards is predetermined, randomly determined, determinedbased on a player's status (determined through a suitable playertracking system), determined based on a random determination by thecentral controller, determined based on a random determination at thegaming device, determined based on one or more side wagers placed,determined based on the player's primary game wager, determined based ontime (such as the time of day) or determined based on any other suitablemethod or criteria.

In one embodiment, the portion of the selected progressive award that isdistributed to a plurality of the other progressive awards is the same.In another embodiment, the portion of the selected progressive awardthat is distributed to a plurality of the other progressive awards isdifferent. For example, in one embodiment, the higher levels of themulti-level progressive configuration receive a higher percentage of theportion of the selected progressive award value than the lower levels.In various embodiments, the portion of the selected progressive awardthat is that is distributed to a plurality of other awards ispredetermined, randomly determined, determined based on a player'sstatus (determined through a suitable player tracking system),determined based on a random determination by the central controller,determined based on a random determination at the gaming device,determined based on one or more side wagers placed, determined based onthe player's primary game wager, determined based on time (such as thetime of day) or determined based on any other suitable method orcriteria. The gaming system then selects another one of the plurality ofprogressive awards as indicated in block 144.

FIG. 11 is a timeline 146 illustrating one example embodiment of thegaming system enabling a player to advance to higher levels of themulti-level progressive configuration in the progressive award bonusevent, and of the gaming system distributing the progressive award valuefrom each of the lower levels from which the player advanced to theprogressive award values associated with the other higher levels. At afirst point in time 148 of timeline 146, the player enters the bonusevent at the lowest level (i.e., level six) of the multi-levelprogressive configuration as shown in the Table 160. At a second pointin time 150, the gaming system determines to advance the player to levelfive in the multi-level progressive configuration. The gaming systemdistributes the progressive award value associated with level six to theprogressive award values associated with each of the higher progressiveaward levels as shown in Table 162. That is, the gaming system dividesthe progressive award value of 20.00 by the number of higher progressiveaward levels of five to result in a value of 4. The gaming system addsthis result of four to each of the five progressive award valuesassociated with the higher progressive award levels to result in newprogressive award values of 44, 104.00, 504.00, 5004.00, 100,0004.00associated with the progressive award levels of one to fiverespectively.

At a third point in time 152, the gaming system determines to advancethe player to level four in the multi-level progressive configuration.The gaming system distributes the progressive award value associatedwith level five to the progressive award values associated with each ofthe higher progressive award levels as shown in Table 164. That is, thegaming system divides the progressive award value of 44.00 by the numberof higher progressive award levels of four to result in a value of 11.The gaming system adds this result of eleven to each of the fourprogressive award values associated with the higher progressive awardlevels to result in new progressive award values of 115.00, 515.00,5015.00, 1000, 015.00 associated with the progressive award levels ofone to four respectively.

At a fourth point in time 154, the gaming system determines to advancethe player to level three in the multi-level progressive configuration.The gaming system distributes the progressive award value associatedwith level four to the progressive award values associated with thehigher progressive award levels as shown in Table 166. That is, thegaming system divides the progressive award value of 115.00 by thenumber of higher progressive award levels of three. Dividing the number115.00 by three does not result in a whole number. Thus, the gamingsystem adds 38.34 to the progressive award value associated with thethird progressive award level and 38.33 to the progressive award valueassociated with each of the first and second progressive award levelsresulting in new progressive award values of 553.34, 5053.33, and100,053.33 associated with the progressive award levels of one to threerespectively.

At a fifth point in time 156, the gaming system determines to advancethe player to level two in the multi-level progressive configuration.The gaming system distributes the progressive award value associatedwith level three to the progressive award values associated with higherprogressive award levels as shown in Table 168. That is, the gamingsystem divides the progressive award value of 553.34 by the number ofhigher progressive award levels of two resulting in 276.67. Thus, thegaming system adds 276.67 to the progressive award values associatedwith each of the first and second progressive award levels resulting innew progressive award values of 5330.00, and 100,330.00 associated withthe progressive award levels of one and two respectively.

At a sixth point in time 158, the gaming system determines to advancethe player to the highest level (i.e., level one) in the multi-levelprogressive configuration. The gaming system distributes the progressiveaward value associated with level two to the progressive award valueassociated with the highest progressive award level as shown in Table170. That is, the gaming system divides the progressive award value of5330.00 by the number one resulting in 5330.00. Thus, the gaming systemadds 5330.00 to the progressive award value associated with the firstprogressive award level resulting in a new progressive award value of105,660.00 associated with the progressive award level one.

To calculate the expected value of each progressive award taking intoaccount the progressive award distribution feature described above, thefollowing equations are utilized:

$\begin{matrix}{{{Ai} = {W*{Oi}*{Ci}}};} & (1) \\{{{PBi} = {{Ai} + {\sum\limits_{j = {i + 1}}^{j = N}{{PBj}*{Bj}*{\left( {{Oi}/{Oj}} \right)/\left( {j - 1} \right)}}}}},} & (2)\end{matrix}$

N=the number of progressive levels, W=Average Wager, Oi=Odds of hittingprogressive level i, Ci=Contribution to progressive level I,Ai=Progressive level i, Average award as a regular progressive,Bi=Probability of distributing progressive award and advancing a level,PBi=Progressive level i, Average award with the Progressive AwardDistribution Feature.

It should be appreciated that in a multi-level progressive including theprogressive award distribution feature of the present disclosure, theprogressive awards increase in value based on both a small percentage ofcoin-in or wagered amounts and increase in value as the player advancesfrom a lower level of the multi-level progressive to a higher level.That is, in the gaming system including the progressive awarddistribution feature, each time a player advances a level in themulti-level progressive, at least a portion of the award valueassociated with the level from which the player advanced is distributedto one or more of the higher level progressive award values. Thus, theaverage award for the higher levels of the multi-level progressiveincluding the progressive award distribution feature is higher than theaverage awards for the higher levels in a typical multi-levelprogressive, as illustrated in Table 172.

More specifically, Table 172 illustrates an example of the odds, averageaward, contribution percentage and probability of advancing to a higherlevel for each level of a multi-level progressive having the progressiveaward distribution feature of the present disclosure relative to atypical multi-level progressive. As seen, in the gaming system havingthe progressive award distribution feature, the contribution percentagefor levels one to four is higher than the contribution percentage forlevels one to four in a typical multi-level progressive. Also, in thegaming system having the progressive award distribution feature, theaverage award is higher for levels one to five than the average awardsfor levels one to five in a typical multi-level progressive. Thus, itshould be appreciated that in the multi-level progressive having aprogressive award distribution feature, the lower level values of themulti-level progressive progress, or increases in value, more quicklythan they do in a typical multi-level progressive. Additionally, allprogressive award levels in the multi-level progressive having aprogressive award distribution feature which is, on average, larger thanin a typical multi-level progressive. For example, the gaming systemhaving a typical multi-level progressive such as that shown in Table 142would advertise a total of 105,660 for all progressives awards, whilethe gaming system including the progressive award distribution featurewould advertise a total of 426,055.67 for all progressive awards.

In one embodiment, the bonus event may include one or more of the gameplay features disclosed herein (or any other suitable game play featureotherwise known) which determine, at least in part, which one of theprogressive awards of the MLP to provide to the player. In oneembodiment, the bonus event incorporates one or more aspects of playerphysical skill or mental skill to determine which one of the progressiveawards will be provided to the player. In this embodiment, the playerbegins at the lowest or bottom progressive award level of the MLP andattempts to reach a higher progressive award level, based at least inpart on their level of skill or strategy in the bonus event. Indifferent embodiments, the bonus event may be any suitable type ofsingle or multi-round game including, but not limited to, reel/slotgames, card games (e.g., poker, blackjack), lottery games, selectiongames, offer and acceptance games, wheel games, dice games, free spingames, competition games and perceived skill games which determine, atleast in part, which one of the progressive awards of the MLP to provideto the player.

In one embodiment, if the determination is to provide the selected oneof the plurality of progressive awards to the player as indicated inblock 138, the gaming system funds the value of the multi-levelprogressive that was provided to the player with a set value or amountthat is the same for a plurality of the bonus events. In anotherembodiment, the set value or amount is the same for each bonus event. Inone embodiment, the set value or amount is different for a plurality ofthe bonus events. In another embodiment, the set value is different foreach bonus event. In different embodiments, the set value ispredetermined, randomly determined, determined based on a player'sstatus (determined through a suitable player tracking system),determined based on a random determination by the central controller,determined based on a random determination at the gaming device,determined based on one or more side wagers placed, determined based onthe player's primary game wager, determined based on time (such as thetime of day) or determined based on any other suitable method orcriteria.

In one embodiment, instead of the player having to advance to the nextlevel of the multi-level progressive to distribute a portion of theprogressive award to a plurality of the other progressive awards, thegaming system randomly distributes one of the progressive awards to aplurality of the other progressive awards.

In the embodiment shown in FIG. 11, the player begins the progressiveaward bonus event at the lowest level of the multi-level progressive. Itshould be appreciated that in different embodiments, the player maybegin the bonus event at any one of the higher levels of the multi-levelprogressive.

In one embodiment, upon the player advancing to the next level in themulti-level progressive, the gaming system provides the player with atleast a portion of the progressive award value associated with the levelfrom which the player advanced. In different embodiments, in addition toproviding the award associated with the level from which the playeradvanced, the gaming system distributes at least a portion of theprogressive award value associated with the level from which the playeradvanced to a plurality of the other progressive award values. In oneembodiment, the gaming system may distribute the entire amount of theaward value to higher levels and provide the entire amount of the awardvalue to the player. In another embodiment, the gaming systemdistributes only a portion of the award value and provides the playerwith only a portion of the award value.

In one embodiment, instead of the gaming system distributing a portionof the progressive award level from which the player advanced evenlyamong a plurality of the other progressive awards, the gaming systemdistributes a portion of the progressive award level from which theplayer advanced unevenly among the higher levels. For example, in oneembodiment, the gaming system distributes a larger portion of theprogressive award value to the next highest progressive award level. Itshould be appreciated that the distribution of the larger portion of theprogressive award value to the next highest level causes a perception ofa dramatic increase in the award value for the next highest progressiveaward level.

In another embodiment, when the player wins a progressive award valueassociated with a first level of the multi-level progressive, the gamingsystem provides the player with a choice of keeping the award value orwagering the award value on the next level of the multi-levelprogressive. If the player chooses to keep the award value, the gamingsystem terminates the bonus event. If the player chooses to wager onwinning the next level, and the player wins the wager, the gaming systemprovides the progressive award value associated with the next highestlevel of the multi-level progressive. If the player chooses to wager onwinning the next level, and does not win the wager, the gaming systemdistributes at least a portion of the award value associated with thefirst level to a plurality of the other higher level progressive awarevalues. In one embodiment, if the player loses the wager, the gamingsystem also provides the player with at least a portion of theprogressive award value associated with the first level.

In one embodiment, in the progressive award bonus event, the gamingsystem does not provide the player with one or more of the progressiveaward values associated with the multi-level progressive. In oneembodiment, certain events that occur in the gaming system cause suchvalues to be distributed to other progressive award values.

Triggering Event

In one embodiment, a bonus event (including, but not limited to, theprogressive award bonus event) is triggered based on one or more gameplay events, such as a symbol-driven trigger. In other embodiments, thebonus event is triggered based on exceeding a certain amount of gameplay (such as number of games, number of credits, or amount of time), orreaching a specified number of points earned during game play.

In one embodiment, the bonus event is randomly triggered or apparentlyrandomly triggered. In one such embodiment, the gaming device does notprovide any apparent reasons to the player for triggering the bonusevent, wherein triggering the bonus event is not based on any event inany of the plays of any primary games or on any of the plays of anysecondary game of the gaming machines in the gaming system. That is, abonus event is triggered without any explanation or alternatively withsimple explanations. In another embodiment, a bonus event is triggeredat least partially based on a game event, such as a symbol-driventrigger, and at least partially based on a non-game play, random event.

In one such embodiment, the triggering of the bonus event is randomlydetermined, wherein different players are assigned different chances ofparticipating in the bonus event based on their respective wager levels.For example, if a first player wagered 500 coins and a second playerwagered 225 coins and the chance of participating in the bonus event was1/20,000, the first player would have a 2.5% (500/20,000) chance ofparticipating in the bonus event while the second player would have a1.125% (225/20,000) chance of participating in the bonus event.

In at least one embodiment, one of the progressive awards is anaccumulated value progressive award. In this embodiment, the triggeringof the bonus event occurs based on at least one accumulated valueprogressive award incremented to a progressive award hit value. In thisembodiment, the gaming system includes one or more accumulated valueprogressive awards or Nth coin progressive awards. Such accumulatedvalue progressive awards are driven by an amount of wagers placed or asuitable coin-in amount. In one such embodiment, each accumulated valueprogressive award is associated with a range of values, wherein a bonusevent will trigger when the progressive award increments to aprogressive award hit value within the range of values associated withthat progressive award. That is, when an accumulated value progressiveaward increases to a determined progressive award hit value, atriggering of the bonus event will occur. In different embodiments, theprogressive award hit value at which an accumulated value progressiveaward causes a triggering of the bonus event to occur is predetermined,randomly determined, determined based on the wagers placed in the gamingsystem, determined based on the status of one or more players (such asdetermined through a player tracking system), determined based on time,or determined based on any other suitable method. In this embodiment,after the accumulated value progressive award causes a triggering of thebonus event to occur, the accumulated value progressive award is resetto a default value and starts incrementing from the default progressiveaward level.

In operation of one such embodiment, the central server which hosts oneof these accumulated value progressive awards: (1) determines a minimumamount and a maximum amount for the progressive award or prize pool, (2)provides that the progressive award or prize pool starts at the minimum,(3) determines an accumulated value progressive award hit value betweenthe minimum amount and the maximum amount, (4) increments theprogressive award or prize pool with a configured percent of coin-in,and (5) causes a triggering of the bonus event to occur when theprogressive award or prize pool equals the determined accumulated valueprogressive award hit value. In this embodiment, the accumulated valueprogressive award hit value is determined at random to maintain fairnessfor the players at the gaming devices in the gaming system, wherein theplayers are not aware of any determined accumulated value progressiveaward hit value.

In different embodiments, the range of values associated with anaccumulated value progressive award is predetermined, randomlydetermined, determined based on the wagers placed in the gaming system,determined based on the status of one or more players (such asdetermined through a player tracking system), determined based on time,or determined based on any other suitable method. In one embodiment, aplurality of accumulated value progressive awards are associated withdifferent value ranges. In another embodiment, each of a plurality ofaccumulated value progressive awards are associated with a differentvalue range. In another embodiment, a plurality of accumulated valueprogressive awards are associated with the same value range. In anotherembodiment, the value range associated with an accumulated valueprogressive award is based on a player's status (via a player trackingsystem).

In another such embodiment, the triggering of the bonus event is basedon time. In this embodiment, a time is set for when a bonus eventtrigger will occur. In one embodiment, such a set time is based onhistoric data. For example, if previous bonus event triggers haveoccurred after approximately sixty-seven hours, a bonus event may be setto trigger sixty-seven hours from the conclusion of the previous bonusevent. In one embodiment, a suitable algorithm is implemented todetermine the player who wagered at or closest to this time withtie-breaking based on any number of factors (e.g., player trackinghistory, amount of or recent wagers placed). In this embodiment, thegaming device which the algorithm determined wagered closest to when thebonus event triggered is enabled to participate in the triggered bonusevent. In another embodiment, one of the gaming devices which placed awager during a designated time period is randomly selected and enabledto participate in the triggered bonus event.

In another such embodiment, the triggering of the bonus event is basedon a predefined variable reaching a defined parameter threshold. Forexample, the bonus event is triggered when the 500th different playerhas played a gaming machine associated with one of the progressiveawards (ascertained from a player tracking system). In differentembodiments, the predefined parameter thresholds include a length oftime, a length of time after a certain dollar amount is hit, a wagerlevel threshold for a specific machine (which gaming device is the firstto contribute $250,000), a number of gaming machines active, or anyother parameter that would define a threshold for triggering the bonusevent.

In another such embodiment, the triggering of the bonus event occursafter a random number of plays in which a bonus event has not beentriggered. In another embodiment, the triggering of the bonus event isbased upon gaming system operator defined player eligibility parametersstored on a player tracking system (such as via a player tracking cardor other suitable manner). In another embodiment, the triggering of thebonus event is based upon gaming system operator defined playereligibility parameters stored on a player tracking system (such as via aplayer tracking card or other suitable manner).

In another such embodiment, the triggering of the bonus event includes asystem determination which is based on a random selection by the centralcontroller. In one embodiment, the central controller tracks all activegaming machines and the wagers they placed. Each gaming machine has itsown entry defining its state as either active or inactive and alsodefining the values of the wagers from that gaming machine. In oneembodiment, active status means that the gaming machine is beingactively played by a player and enrolled/inactive status means that thegaming machine is not being actively played by a player. The activestatus requirements can be based on any suitable number of satisfiedcriteria or defined in any suitable manner by the implementer of thegaming system. For instance, a play of or wager on the primary game ofthe gaming machine within a predetermined period of time may be part ofthe determination of whether that gaming machine is in the activestatus. Other factors such as: (a) the amount of time between each playof or wager on the primary game of the gaming machine; (b) the amountbeing wagered on the primary game(s); and (c) the number of plays withina period of time, may also or alternatively be part of the determinationof whether a gaming machine is in the active status; (d) the existenceof credits on the gaming device may also or alternatively be part of thedetermination of whether a gaming machine is in the active status. Onthe other hand, inactive status means that the gaming machine is one ofthe gaming machines in the gaming system, but is not in the activestatus (i.e., not being actively played by a player according to one ormore of the predetermined criteria).

In one such embodiment, based on the gaming machine's state as well asone or more wager pools associated with the gaming machine, the centralcontroller determines which of these gaming machines is enabled toparticipate in a triggered bonus event. In one embodiment, the gamingmachine which has been classified as active the longest since the lasttriggering event is enabled to participate in a triggered bonus event.In another embodiment, the determination of which gaming device willplay a bonus event is based on the relative proportion ofgaming/wagering activity at each gaming device in the gaming system. Inthis embodiment, the player who consistently places a higher wager ismore likely to participate in a bonus event than a player whoconsistently places a minimum wager.

In one alternative embodiment, a central controller and an individualgaming machine work in conjunction with each other to determine when totrigger each bonus event. In one embodiment, an individual gamingmachine may determine when to trigger one or more bonus events. Inanother embodiment, an individual gaming machine may determine when totrigger at least one bonus event and the central controller determineswhen to trigger at least one bonus event.

In another embodiment, the central controller determines, in cooperationwith the gaming device, when to trigger a bonus event by utilizing oneor more random number generators. In this embodiment, the centralcontroller determines when to trigger a bonus event by determining ifany numbers allotted to a gaming device match a randomly selectednumber. In one such embodiment, upon or prior to each play of eachgaming machine, a random number is selected from a range of numbers andduring each primary game, the gaming machine allocates the first Nnumbers in the range, where N is the number of credits bet by the playerin that primary game. At the end of the primary game, the randomlyselected number is compared with the numbers allocated to the player andif a match occurs, that particular gaming machine triggers a bonusevent. It should be appreciated that any suitable manner of triggeringthe bonus event may be implemented with the gaming system disclosedherein.

It should be understood that various changes and modifications to thepresently preferred embodiments described herein will be apparent tothose skilled in the art. Such changes and modifications can be madewithout departing from the spirit and scope of the present disclosureand without diminishing its intended advantages. It is thereforeintended that such changes and modifications be covered by the appendedclaims.

The invention is claimed as follows:
 1. A gaming system comprising: aprocessor; and a memory device which stores a plurality of instructions,which when executed by the processor, cause the processor to: maintain aplurality of progressive awards, each progressive award having a currentvalue, at a first point in time, cause a display device to display, foreach of the plurality of progressive awards, the current value of saidprogressive award, and responsive to a progressive award distributionevent occurring in association with a first one of the plurality ofprogressive awards: distribute at least a portion of the current valueof the first one of the plurality of progressive awards to at leastanother one of the plurality of progressive awards, and at a second,subsequent point in time, cause the display device to display, for eachof the plurality of progressive awards, the current value of saidprogressive award.
 2. The gaming system of claim 1, wherein theprogressive award distribution event occurs in association with thefirst one of the plurality of progressive awards independent of adetermination to provide the first one of the plurality of progressiveawards to a player.
 3. The gaming system of claim 1, wherein whenexecuted by the processor responsive to the progressive awarddistribution event occurring in association with the first one of theplurality of progressive awards, the plurality of instructions cause theprocessor to distribute the current value of the first one of theplurality of progressive awards to another one of the plurality ofprogressive awards.
 4. The gaming system of claim 1, wherein whenexecuted by the processor responsive to the progressive awarddistribution event occurring in association with the first one of theplurality of progressive awards, the plurality of instructions cause theprocessor to distribute different valued portions of the current valueof the first one of the plurality of progressive awards to differentones of the plurality of progressive awards.
 5. The gaming system ofclaim 1, wherein the progressive award distribution event randomlyoccurs in association with the first one of the plurality of progressiveawards.
 6. The gaming system of claim 1, which comprises an acceptor,wherein when executed by the processor, the plurality of instructionscause the processor to, responsive to a physical item being received viathe acceptor, establish a credit balance based, at least in part, on amonetary value associated with the received physical item, andresponsive to a cashout input being received, cause an initiation of anypayout associated with the credit balance.
 7. A gaming systemcomprising: a processor; and a memory device which stores a plurality ofinstructions, which when executed by the processor, cause the processorto: for each of a plurality of sections of a wheel, cause a displaydevice to display a value associated with said section, and responsiveto a wheel triggering event occurring: (a) cause the wheel to spin andstop such that an indicator associated with the wheel indicates arandomly selected section, (b) distribute at least a first portion ofthe displayed value of the randomly selected section to at least anotherone of the displayed values associated with at least another one of thesections of the wheel, and (c) following the distribution, for each ofthe plurality of sections of the wheel, cause the display device todisplay an updated value associated with said section.
 8. The gamingsystem of claim 7, wherein when executed by the processor responsive tothe wheel triggering event occurring, the plurality of instructionscause the processor to provide a second portion of the displayed valueof the randomly selected section to a player.
 9. The gaming system ofclaim 7, wherein the first portion of the displayed value of therandomly selected section comprises the displayed value of the randomlyselected section.
 10. The gaming system of claim 7, wherein whenexecuted by the processor responsive to the wheel triggering eventoccurring, the plurality of instructions cause the processor todistribute different valued portions of the first portion of thedisplayed value of the randomly selected section to the displayed valuesof different sections of the wheel.
 11. The gaming system of claim 7,wherein when executed by the processor responsive to the wheeltriggering event occurring, the plurality of instructions cause theprocessor to repeat (a) to (c) at least once.
 12. The gaming system ofclaim 7, which comprises an acceptor, wherein when executed by theprocessor, the plurality of instructions cause the processor to,responsive to a physical item being received via the acceptor, establisha credit balance based, at least in part, on a monetary value associatedwith the received physical item, and responsive to a cashout input beingreceived, cause an initiation of any payout associated with the creditbalance.
 13. A gaming system comprising: a processor; and a memorydevice which stores a plurality of instructions, which when executed bythe processor, cause the processor to: cause a display device to displaya plurality of selections, each selection associated with a quantity offree spins, responsive to a free spin distribution event occurring inassociation with a first selected one of the selections, distribute atleast one free spin of the quantity of free spins associated with thefirst selected one of the selections to at least another one of thequantity of free spins associated with at least another one of theselections, and responsive to a free spin triggering event occurring inassociation with a second selected one of the selections, for each ofthe quantity of free spins associated with the second selected one ofthe selections: randomly determine a game outcome, cause the displaydevice to display the randomly determined game outcome, determine anyaward associated with the randomly determined game outcome, and causethe display device to display any determined award associated with therandomly determined game outcome.
 14. The gaming system of claim 13,wherein when executed by the processor responsive to the free spindistribution event occurring in association with a first selected one ofthe selections, the plurality of instructions cause the processor todistribute each of the free spins of the quantity of free spinsassociated with the first selected one of the selections to another oneof the quantity of free spins associated with another one of theselections.
 15. The gaming system of claim 13, wherein when executed bythe processor responsive to the free spin distribution event occurringin association with a first selected one of the selections, theplurality of instructions cause the processor to distribute differentquantities of free spins to different ones of the selections.
 16. Thegaming system of claim 13, which comprises an acceptor, wherein whenexecuted by the processor, the plurality of instructions cause theprocessor to, responsive to a physical item being received via theacceptor, establish a credit balance based, at least in part, on amonetary value associated with the received physical item, andresponsive to a cashout input being received, cause an initiation of anypayout associated with the credit balance.